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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="rvalle" data-source="post: 3807005" data-attributes="member: 28272"><p>As much as I hate metagaming, I do it for the transition between regions. In part this is because I'm using Virtual Table software and need to bring up a whole new map when they hit the end of the one they are currently in. The other part is to stop them from getting in over their head.</p><p></p><p>Now... while I let them know they are getting to a new area I don't refuse to let them in if that is what they want to do. Its their choice at that point. <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></p><p>Maybe a dream segment showing the portal with the fiendish creatures coming out of it? Oh... and then a pull back showing a top down view of the whole region A with darkness spreading out from the portal and covering the whole region, then pull back further and it covers the whole of the dungeon and then further and it starts to spread out of the dungeon and cover the world. The first part will give them a very good idea of where to look for the portal as well. Oh!! And as the view pulls back to show the whole dungeon there can be some parts that glow with white light... The North part of Region E and the South part of region G where the remaining Garrison members are. The darkness pauses there before finally overwhelming the light and moving on.</p><p></p><p>After that nights rest they get hit by the wave of critters.</p><p></p><p>The needing to run thing might have to be learned over time. My group is now not afraid to run when things look bad. Though they do have issues with successfully disengaging and getting everyone moving. One person always tries to hold the bad guys up for a round or two and the party refuses to leave them there alone to do it. <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>Good luck!</p><p></p><p>rv</p></blockquote><p></p>
[QUOTE="rvalle, post: 3807005, member: 28272"] As much as I hate metagaming, I do it for the transition between regions. In part this is because I'm using Virtual Table software and need to bring up a whole new map when they hit the end of the one they are currently in. The other part is to stop them from getting in over their head. Now... while I let them know they are getting to a new area I don't refuse to let them in if that is what they want to do. Its their choice at that point. :) Maybe a dream segment showing the portal with the fiendish creatures coming out of it? Oh... and then a pull back showing a top down view of the whole region A with darkness spreading out from the portal and covering the whole region, then pull back further and it covers the whole of the dungeon and then further and it starts to spread out of the dungeon and cover the world. The first part will give them a very good idea of where to look for the portal as well. Oh!! And as the view pulls back to show the whole dungeon there can be some parts that glow with white light... The North part of Region E and the South part of region G where the remaining Garrison members are. The darkness pauses there before finally overwhelming the light and moving on. After that nights rest they get hit by the wave of critters. The needing to run thing might have to be learned over time. My group is now not afraid to run when things look bad. Though they do have issues with successfully disengaging and getting everyone moving. One person always tries to hold the bad guys up for a round or two and the party refuses to leave them there alone to do it. :) Good luck! rv [/QUOTE]
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