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World's Largest Dungeon?
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<blockquote data-quote="jim pinto" data-source="post: 1705147" data-attributes="member: 17619"><p><strong>pacing it... a word of advice from the designer and all</strong></p><p></p><p>something DMs of this adventure should consider is pacing</p><p></p><p>(also, starting with 2nd level characters, 30 rooms in)</p><p></p><p>but moving on...</p><p></p><p>pacing this dungeon implies that even completist gamers who</p><p>must inspect every nook and cranny should consider NOT</p><p>searching every nook and cranny.</p><p></p><p>the dungeon is going to be long enough, without the PCs stopping</p><p>to search every passage. hopefully after 3 or 4 traps that lead to</p><p>dead ends or red herrings, the PCs will start to ask the question of</p><p>why everything is trapped.</p><p></p><p>if that doesn't work, drop in a lantern archon to explain a random</p><p>clue about the dungeon and then disappear between two cracks in</p><p>the wall.</p><p></p><p>DMs should also consider adding small rewards where we</p><p>may have failed to put them or reduce the likelihood of reseting</p><p>traps. but encourage PCs to leave certain areas alone by making</p><p>the traps more obvious. A spot check DC 5 higher than a Search</p><p>DC</p><p></p><p>all of this, of course, is dependent on play style... i like a dungeon</p><p>with 30 or so empty rooms before the PCs find the meat, while</p><p>other groups may prefer dungeons with something every step of</p><p>the way.</p><p></p><p>the key is to make sure that 1st level PCs don't have to stop and sleep</p><p>every 3rd room because of rat bites.</p><p></p><p>once the product is out, i'll be available for advice, suggestions,</p><p>bar mitzvahs and weddings (i am ordained).</p><p></p><p>peace</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1705147, member: 17619"] [b]pacing it... a word of advice from the designer and all[/b] something DMs of this adventure should consider is pacing (also, starting with 2nd level characters, 30 rooms in) but moving on... pacing this dungeon implies that even completist gamers who must inspect every nook and cranny should consider NOT searching every nook and cranny. the dungeon is going to be long enough, without the PCs stopping to search every passage. hopefully after 3 or 4 traps that lead to dead ends or red herrings, the PCs will start to ask the question of why everything is trapped. if that doesn't work, drop in a lantern archon to explain a random clue about the dungeon and then disappear between two cracks in the wall. DMs should also consider adding small rewards where we may have failed to put them or reduce the likelihood of reseting traps. but encourage PCs to leave certain areas alone by making the traps more obvious. A spot check DC 5 higher than a Search DC all of this, of course, is dependent on play style... i like a dungeon with 30 or so empty rooms before the PCs find the meat, while other groups may prefer dungeons with something every step of the way. the key is to make sure that 1st level PCs don't have to stop and sleep every 3rd room because of rat bites. once the product is out, i'll be available for advice, suggestions, bar mitzvahs and weddings (i am ordained). peace [/QUOTE]
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