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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="JustinM" data-source="post: 3807103" data-attributes="member: 44560"><p>There are some great ideas here, thanks. This is probably going to get kind of long--three replies to respond to. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>They're the "we don't ever metagame" type of crowd. I'm perfectly fine with that, but the people know they're in over their heads and can't figure out what to do about it and still stay in character. Also, they stepped into Region E just long enough to get one of the players negative from that ridiculous 8d6 fireball trap in the hall of portraits (or whatever it's called). They didn't stick around too long, and Rukia's player calls that the "higher-level area". That makes me think she doesn't realize that B is just as high as E. That kind of makes sense if you come from the perspective that E is later in the alphabet, so it's probably higher.</p><p></p><p>Bartleby is an option, but one I'm a bit reluctant to use so soon because he has a use later. I'll have to think about it.</p><p></p><p></p><p></p><p>The party has been to the Bragdor room already. It's one of the few rooms they did enter in Region A, and actually where the whole mess with Rukia wanting to avenge Lancaster's death came from--she tumbled behind Lancaster and he ended up taking the first blow in battle, which just happened to lay him out, perfectly dead at -10 hp.</p><p></p><p>Anyway, I hate keeping track of food and water, so I set the dungeon in a celestially-created timeless demiplane. Time there is stopped, so the party feels no need to eat or drink, and when they get back out, they will appear not to have been gone at all to the people around them. So, using food and drink as a lever now isn't going to work. Good idea, though.</p><p></p><p></p><p></p><p>They all get player maps for the region they're in. It saves me the trouble of describing every frelling corner and hallway and keeps them from traveling the same ground 15 times because either they can't find a door or I'm not explaining something well enough. So the players know full well they're not in Kansas anymore.</p><p></p><p>The dream sequence you mentioned is really cool. I'll have to tailor it a bit for each of the remaining characters (especially Soren...would he mind that evil is going to overflow everything?), but it's a great start.</p></blockquote><p></p>
[QUOTE="JustinM, post: 3807103, member: 44560"] There are some great ideas here, thanks. This is probably going to get kind of long--three replies to respond to. :D They're the "we don't ever metagame" type of crowd. I'm perfectly fine with that, but the people know they're in over their heads and can't figure out what to do about it and still stay in character. Also, they stepped into Region E just long enough to get one of the players negative from that ridiculous 8d6 fireball trap in the hall of portraits (or whatever it's called). They didn't stick around too long, and Rukia's player calls that the "higher-level area". That makes me think she doesn't realize that B is just as high as E. That kind of makes sense if you come from the perspective that E is later in the alphabet, so it's probably higher. Bartleby is an option, but one I'm a bit reluctant to use so soon because he has a use later. I'll have to think about it. The party has been to the Bragdor room already. It's one of the few rooms they did enter in Region A, and actually where the whole mess with Rukia wanting to avenge Lancaster's death came from--she tumbled behind Lancaster and he ended up taking the first blow in battle, which just happened to lay him out, perfectly dead at -10 hp. Anyway, I hate keeping track of food and water, so I set the dungeon in a celestially-created timeless demiplane. Time there is stopped, so the party feels no need to eat or drink, and when they get back out, they will appear not to have been gone at all to the people around them. So, using food and drink as a lever now isn't going to work. Good idea, though. They all get player maps for the region they're in. It saves me the trouble of describing every frelling corner and hallway and keeps them from traveling the same ground 15 times because either they can't find a door or I'm not explaining something well enough. So the players know full well they're not in Kansas anymore. The dream sequence you mentioned is really cool. I'll have to tailor it a bit for each of the remaining characters (especially Soren...would he mind that evil is going to overflow everything?), but it's a great start. [/QUOTE]
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