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World's Largest Dungeon. Any good?
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<blockquote data-quote="Lasher Dragon" data-source="post: 2154933" data-attributes="member: 26634"><p>I agree with everything Steel Wind said. I have been DM'ing the WLD for a few months now and I think it is an awesome adventure. I also agree that map A (the beginning of the dungeon) can get incredibly boring about halfway through it. I spiced it up by changing the encounters and throwing some random loot in there to help the PCs out, like pearls for Identify. I have read about halfway through the book and so far have skimmed the rest, and yes there is a definite plot - which the players will find out about if a) the DM understands this and maybe nudges it along, and b) the players don't just immediately kill everything they see. My players were doing that for a while, then later on they had no idea what the hell they were up against. I had to chastise them a bit out of game... they had successfully killed off nearly every potential source of intel LOL.</p><p></p><p>As a side note, it seems to me that region A is kinda supposed to be like Doom in a way - I mean, nearly all of the encounters are fiendish, and creatures that aren't fiendish are usually holed up somewhere in terror of the fiendish creatures. Perhaps I have been playing too much Doom 3 <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> BUT were I to run region A again, I think I would work on making region A much scarier and just give it an incredibly evil feel. I don't think this would take much work - just add in some random things like strange noises, maybe make some rooms covered in strange abyssal runes written in blood, make the PCs swear they "saw something" when nothing is there, etc.. A lot of this is taken care of in the Encounter Conditions - which it seems to me that people complaining the WLD is boring were not utilizing. To get the flavor you really must use the Encounter Conditions - I myself have just xeroxed the Encounter Conditions page so that I don't have to flip back to it. Also don't forget to roll random encounters whenever you feel it's necessary. The book suggests once an hour or so in region A, but me I really just roll random encounters whenever I feel things are getting slow or if someone sets off a trap. Using the chart, random encounters can be anything from an actual old-school creature combat, to some weird shrieking in the distance, to a major undergound earthquake.</p><p></p><p>Anyway, to sum up I think the WLD is incredible - <em>as long as the DM uses what the book gives him and doesn't skimp on the details.</em></p><p></p><p> <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></blockquote><p></p>
[QUOTE="Lasher Dragon, post: 2154933, member: 26634"] I agree with everything Steel Wind said. I have been DM'ing the WLD for a few months now and I think it is an awesome adventure. I also agree that map A (the beginning of the dungeon) can get incredibly boring about halfway through it. I spiced it up by changing the encounters and throwing some random loot in there to help the PCs out, like pearls for Identify. I have read about halfway through the book and so far have skimmed the rest, and yes there is a definite plot - which the players will find out about if a) the DM understands this and maybe nudges it along, and b) the players don't just immediately kill everything they see. My players were doing that for a while, then later on they had no idea what the hell they were up against. I had to chastise them a bit out of game... they had successfully killed off nearly every potential source of intel LOL. As a side note, it seems to me that region A is kinda supposed to be like Doom in a way - I mean, nearly all of the encounters are fiendish, and creatures that aren't fiendish are usually holed up somewhere in terror of the fiendish creatures. Perhaps I have been playing too much Doom 3 :lol: BUT were I to run region A again, I think I would work on making region A much scarier and just give it an incredibly evil feel. I don't think this would take much work - just add in some random things like strange noises, maybe make some rooms covered in strange abyssal runes written in blood, make the PCs swear they "saw something" when nothing is there, etc.. A lot of this is taken care of in the Encounter Conditions - which it seems to me that people complaining the WLD is boring were not utilizing. To get the flavor you really must use the Encounter Conditions - I myself have just xeroxed the Encounter Conditions page so that I don't have to flip back to it. Also don't forget to roll random encounters whenever you feel it's necessary. The book suggests once an hour or so in region A, but me I really just roll random encounters whenever I feel things are getting slow or if someone sets off a trap. Using the chart, random encounters can be anything from an actual old-school creature combat, to some weird shrieking in the distance, to a major undergound earthquake. Anyway, to sum up I think the WLD is incredible - [I]as long as the DM uses what the book gives him and doesn't skimp on the details.[/I] :) [/QUOTE]
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