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<blockquote data-quote="MerricB" data-source="post: 2727332" data-attributes="member: 3586"><p>Ah, Dungeons. Now, Dungeons I can relate to. They're my preferred environment for adventures for several reasons, mostly involving tricks and traps. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Having a vat of green slime enspelled to appear as a sleeping vampire is great fun when the paladin attempts to stake the vampire and puts his hand in the slime... yes, that really happened, and it wasn't going to happen outside of a dungeon environment.</p><p></p><p>What is a dungeon anyway? Rooms, corridors, and a more structured environment than the wilderness. For me, a house is a dungeon environment. The local park? Not so much.</p><p></p><p>The strangest "dungeon" I've ever run was quite different, though. Imagine a group of dungeon rooms, where you've got the contents and encounters written down. That's not that hard - it's what D&D is normally about.</p><p></p><p>However, the corridors linking one room to another were *not* written down. Instead, which room you ended up in depended on the decisions the characters made. If the characters were forthright, honest, brave and valorous, they would progress through the "better" rooms until they reached their destination.</p><p></p><p>If, however, the characters were timid, deceitful, cowardly and treacherous, the rooms would deteriorate - and, because of this relationship between actions and destinations, it tended to reinforce their actions even further. The spiralling path to Hell makes itself easier and easier...</p><p></p><p>As one of my traits as a Dungeon Master is to have the characters second-guessing themselves, they quickly ended up on the "bad" path. The actual rooms they entered were based on my whim, and having come from one room did not guarantee that it'd still be there if they doubled back.</p><p></p><p>Doubling back, of course, was a sure sign of timidity, and the next "bad" room would be encountered. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>(E.N. Guilds - Adventurers Guild)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2727332, member: 3586"] Ah, Dungeons. Now, Dungeons I can relate to. They're my preferred environment for adventures for several reasons, mostly involving tricks and traps. :) Having a vat of green slime enspelled to appear as a sleeping vampire is great fun when the paladin attempts to stake the vampire and puts his hand in the slime... yes, that really happened, and it wasn't going to happen outside of a dungeon environment. What is a dungeon anyway? Rooms, corridors, and a more structured environment than the wilderness. For me, a house is a dungeon environment. The local park? Not so much. The strangest "dungeon" I've ever run was quite different, though. Imagine a group of dungeon rooms, where you've got the contents and encounters written down. That's not that hard - it's what D&D is normally about. However, the corridors linking one room to another were *not* written down. Instead, which room you ended up in depended on the decisions the characters made. If the characters were forthright, honest, brave and valorous, they would progress through the "better" rooms until they reached their destination. If, however, the characters were timid, deceitful, cowardly and treacherous, the rooms would deteriorate - and, because of this relationship between actions and destinations, it tended to reinforce their actions even further. The spiralling path to Hell makes itself easier and easier... As one of my traits as a Dungeon Master is to have the characters second-guessing themselves, they quickly ended up on the "bad" path. The actual rooms they entered were based on my whim, and having come from one room did not guarantee that it'd still be there if they doubled back. Doubling back, of course, was a sure sign of timidity, and the next "bad" room would be encountered. :D (E.N. Guilds - Adventurers Guild) Cheers! [/QUOTE]
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