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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Hussar" data-source="post: 2642451" data-attributes="member: 22779"><p>Pheaver brings up a good point. The purpose of the adventure in the WLD is not to search and destroy every critter. The purpose that should drive every group is escape. Yes, they get entangled in side plots throughout the adventure, but, ultimately, escape is the driving motivation. If your groups are staying in a region to make sure they've found every secret door and killed every mook, they aren't moving forward to escape. </p><p></p><p>Me, I'd start punishing groups that did that. If the PC's are actively depopulating areas, start having organized resistence crop up. Word of their power starts to spread and suddenly every chokepoint is an ambush as groups stop fighting eachother and gang up on the offending PC's. If you look at each map and divide it roughly into quarters, you'll see that there are only a couple of passages between each quarter. Nice, sweet little chokepoints that the inhabitants of the WLD KNOW the party has to pass through. Until the party starts to pick up the pace, beat them like a drum. Start actively hunting the party with the bad guys. Either the party gets croaked, or they smarten up and get in gear.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2642451, member: 22779"] Pheaver brings up a good point. The purpose of the adventure in the WLD is not to search and destroy every critter. The purpose that should drive every group is escape. Yes, they get entangled in side plots throughout the adventure, but, ultimately, escape is the driving motivation. If your groups are staying in a region to make sure they've found every secret door and killed every mook, they aren't moving forward to escape. Me, I'd start punishing groups that did that. If the PC's are actively depopulating areas, start having organized resistence crop up. Word of their power starts to spread and suddenly every chokepoint is an ambush as groups stop fighting eachother and gang up on the offending PC's. If you look at each map and divide it roughly into quarters, you'll see that there are only a couple of passages between each quarter. Nice, sweet little chokepoints that the inhabitants of the WLD KNOW the party has to pass through. Until the party starts to pick up the pace, beat them like a drum. Start actively hunting the party with the bad guys. Either the party gets croaked, or they smarten up and get in gear. [/QUOTE]
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