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*TTRPGs General
World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 4746292" data-attributes="member: 40110"><p>Bathnor - you might want to map out which direction you want the party to take based on what type of gameplay the players like.</p><p>Let them level up after they they have completed the major plot point for the region.</p><p>If they are the sort of party that wants to open every door and fight every monster then they would get too many experience points according to RAW.</p><p> </p><p>My party hit the dungeon at level 6, but they weren't gestalt characters and pretty much ended up in Region E straight away.</p><p>From there they went north through I and M and back through J, had a brief time in K then back to N. I had B, C, G and H get "fixed" off-camera.</p><p>Apart from the extremely boring bit in the north of M it kept things reasonably interesting for the players. They would have completely missed the political elements of B and C if they had gone that direction and H would have been a nightmare for them (they like to hit first and ask questions later).</p><p> </p><p>Don't stress too much about the level indicators for the regions. By having gestalt characters you have pretty much nullified that as a guide. Just adjust the encounters up or down according to the notes to make it feel right.</p><p>BTW - I found that high EL encounters with single monsters were a walkover for my group (though I tend to have lots of players - usually 6-7) and lower EL encounters with lots of creatures are much more difficult (Tyrus was a walkover compared to the swarm of rasts in the Pyrefaust).</p><p> </p><p>Can't help with the lock question - the players avoided F and it looked like a nightmare to DM.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 4746292, member: 40110"] Bathnor - you might want to map out which direction you want the party to take based on what type of gameplay the players like. Let them level up after they they have completed the major plot point for the region. If they are the sort of party that wants to open every door and fight every monster then they would get too many experience points according to RAW. My party hit the dungeon at level 6, but they weren't gestalt characters and pretty much ended up in Region E straight away. From there they went north through I and M and back through J, had a brief time in K then back to N. I had B, C, G and H get "fixed" off-camera. Apart from the extremely boring bit in the north of M it kept things reasonably interesting for the players. They would have completely missed the political elements of B and C if they had gone that direction and H would have been a nightmare for them (they like to hit first and ask questions later). Don't stress too much about the level indicators for the regions. By having gestalt characters you have pretty much nullified that as a guide. Just adjust the encounters up or down according to the notes to make it feel right. BTW - I found that high EL encounters with single monsters were a walkover for my group (though I tend to have lots of players - usually 6-7) and lower EL encounters with lots of creatures are much more difficult (Tyrus was a walkover compared to the swarm of rasts in the Pyrefaust). Can't help with the lock question - the players avoided F and it looked like a nightmare to DM. [/QUOTE]
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