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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="twofalls" data-source="post: 1749729" data-attributes="member: 23718"><p>I'm not removing rooms, rather I'm repopulating the area with more orcs and kobalds, and a few other creatures that I haven't decided on yet. I want to maintian the "Aliens" movie effect of a place under sige by evil outside forces, but there are too many rooms that are either repeats (black mold storerooms for example) or just empty. I'll be leaving in a number of empties though to help with the effect I'm going for.</p><p></p><p>I've thought about the coridoors and removing them from the game, however I've deicded upon a different approach. I'm going to describe the regions in slighly different ways and just flat out tell the players that the different areas are designed for different character levels. For example region B is described in its into text as a bit warmer, dryer, and more dusty than region A, so the walls there are going to include a lot of unusually dense sandstone in its construction, and the floors are going to glisten with the twinkling of mica, with loose sand built up in were walls and floors meet...</p><p></p><p>That way if the PC's want to tackle somthing that is more dangerous than they are ready for they have that option (wince). Vetrans of my games will know better... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="twofalls, post: 1749729, member: 23718"] I'm not removing rooms, rather I'm repopulating the area with more orcs and kobalds, and a few other creatures that I haven't decided on yet. I want to maintian the "Aliens" movie effect of a place under sige by evil outside forces, but there are too many rooms that are either repeats (black mold storerooms for example) or just empty. I'll be leaving in a number of empties though to help with the effect I'm going for. I've thought about the coridoors and removing them from the game, however I've deicded upon a different approach. I'm going to describe the regions in slighly different ways and just flat out tell the players that the different areas are designed for different character levels. For example region B is described in its into text as a bit warmer, dryer, and more dusty than region A, so the walls there are going to include a lot of unusually dense sandstone in its construction, and the floors are going to glisten with the twinkling of mica, with loose sand built up in were walls and floors meet... That way if the PC's want to tackle somthing that is more dangerous than they are ready for they have that option (wince). Vetrans of my games will know better... ;). [/QUOTE]
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