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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 3352176" data-attributes="member: 40110"><p>looks like things are going fairly well with a nice mix of combat and roleplaying.</p><p></p><p>just some tips from a long time DM (over 25 years) <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><p></p><p>there is a tendency for first time DMs to be a little over-generous with the treasure. My players would be drooling at the goodies that your characters have obtained and they have hit 9th level now. It is harder to take stuff away when you find they are having too easy a time of it. 5/6th level characters up against minotaurs and driders should be greatly outclassed and their successes may tempt them to go in a direction that leads to a TPK (which most new DMs are loathe to do and therefore arrange things so that it doesn't happen - reinforcing the cycle). The players also begin to rely on their "stuff" rather than their skills and abilities - making challenges come down to whether or not they have the right item to do the job.</p><p></p><p>remember that there is no path from E through F to G. You did mention that they could go via B and C, and with their tendency to set off traps could be a very interesting journey, otherwise they have to go via J and K and that is far beyond their capabilities (even with the extra magical goodies).</p><p></p><p>the storytelling is good, and I see that you have included quite a few of the suggestions from this thread - play them out and tie them together (which may require a bit of reading of the later sections to see how things may eventually turn out). Would be interested to hear your views on how the players reacted to the negative energy wave that causes bodies to reanimate and head towards the World Eater. I suggested that as a way of having a dungeon-wide effect and it provides a useful prod to my players when they start to get sidetracked - builds the tension, and makes them consider the consequences of their actions (when they resort to sword first questions second, instead of trying diplomacy).</p><p></p><p>Overall though you are doing a pretty good job, and having WLD as your first "module" is actually to your benefit as it limits the choices that the players have, allowing you to control the environment / introduction of new rules etc - remember that the WLD is SRD only, so if the party gets access to too much non-SRD stuff it can unbalance things in the party's favour and you are either forced to do the same to the monsters (significantly increasing your own workload) or quickly draw lines and limit the "optional extras" to those you feel you can handle.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 3352176, member: 40110"] looks like things are going fairly well with a nice mix of combat and roleplaying. just some tips from a long time DM (over 25 years) ;) there is a tendency for first time DMs to be a little over-generous with the treasure. My players would be drooling at the goodies that your characters have obtained and they have hit 9th level now. It is harder to take stuff away when you find they are having too easy a time of it. 5/6th level characters up against minotaurs and driders should be greatly outclassed and their successes may tempt them to go in a direction that leads to a TPK (which most new DMs are loathe to do and therefore arrange things so that it doesn't happen - reinforcing the cycle). The players also begin to rely on their "stuff" rather than their skills and abilities - making challenges come down to whether or not they have the right item to do the job. remember that there is no path from E through F to G. You did mention that they could go via B and C, and with their tendency to set off traps could be a very interesting journey, otherwise they have to go via J and K and that is far beyond their capabilities (even with the extra magical goodies). the storytelling is good, and I see that you have included quite a few of the suggestions from this thread - play them out and tie them together (which may require a bit of reading of the later sections to see how things may eventually turn out). Would be interested to hear your views on how the players reacted to the negative energy wave that causes bodies to reanimate and head towards the World Eater. I suggested that as a way of having a dungeon-wide effect and it provides a useful prod to my players when they start to get sidetracked - builds the tension, and makes them consider the consequences of their actions (when they resort to sword first questions second, instead of trying diplomacy). Overall though you are doing a pretty good job, and having WLD as your first "module" is actually to your benefit as it limits the choices that the players have, allowing you to control the environment / introduction of new rules etc - remember that the WLD is SRD only, so if the party gets access to too much non-SRD stuff it can unbalance things in the party's favour and you are either forced to do the same to the monsters (significantly increasing your own workload) or quickly draw lines and limit the "optional extras" to those you feel you can handle. [/QUOTE]
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