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<blockquote data-quote="Hussar" data-source="post: 4000159" data-attributes="member: 22779"><p>Ok, KM, let's assume for a second that you're right and "Dungeon Survival" is off the table.</p><p></p><p>Could you point me towards any published Dungeon Survival modules? Other than maybe Tomb of Horrors, is there any? If dungeon survival as you've described was a prevalent style of play, wouldn't we see support for it? Even back in the day, I can't really think of any modules that play out that way.</p><p></p><p></p><p></p><p>No, they really don't. For one, it's far too easy to get around wandering monsters to rest. Most dungeons have secret doors. Go inside, spike the door shut and rest for 8 hours. Poof, end of problem. Wandering monsters were generally a complete waste of time. The DM couldn't be bothered rolling them because they were boring. </p><p></p><p>Ooh, yay, a meaningless encounter, completely underpowered, that results in no rewards. Gimme more of that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4000159, member: 22779"] Ok, KM, let's assume for a second that you're right and "Dungeon Survival" is off the table. Could you point me towards any published Dungeon Survival modules? Other than maybe Tomb of Horrors, is there any? If dungeon survival as you've described was a prevalent style of play, wouldn't we see support for it? Even back in the day, I can't really think of any modules that play out that way. No, they really don't. For one, it's far too easy to get around wandering monsters to rest. Most dungeons have secret doors. Go inside, spike the door shut and rest for 8 hours. Poof, end of problem. Wandering monsters were generally a complete waste of time. The DM couldn't be bothered rolling them because they were boring. Ooh, yay, a meaningless encounter, completely underpowered, that results in no rewards. Gimme more of that. [/QUOTE]
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