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Would these maps make for a fun dungeon adventure?
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<blockquote data-quote="Templetroll" data-source="post: 2902546" data-attributes="member: 2201"><p>Way back, it was common to have a large dungeon that could be entered, and <em>sometimes </em> exited alive, by parties of adventurers. Most dungeons in our group's games were not explored completely; they were explored until we found something cool and then we went back to town, celebrated and went someplace else to kill things and take their stuff.</p><p></p><p>Within this behavior pattern the various DMs worked in storylines about the world or about the characters. It made the world feel alive and gave continuity that some older adventurer (he is still alive after a near-tpk) can tell all the new adventurers where there are some unexplored areas in a nearby dungeon. In one campaign we had, there was a path, via some broken walls and stairway that was cut off from the rest of the dungeon, to a room on the 5th level that was 'safe'. That meant the party could retreat there and rest so long as they were smart enough to not allow things to follow them back. When playing that campaign we went to that dungeon once or twice a year, just to kick around and explore a little bit more of some level. </p><p></p><p>I like the adventure paths, but I think the best paths are those that are developed from the characters backgrounds, personalities and actions. Sometimes published work can be developed into something relevant to the characters. That map that was in the 1e DMG is an example. How many have used the dungeon under the ruined monestary for an adventure? I think I've used it with three different groups of players, with really different encounters each time. The OP maps are kind of like that, a great place to vist but I wouldn't want to live there. The OP maps look like opportunities for enterprising parties to sell maps when they get back to town, or as they run away through town... <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>Another concept is to put an adventure path scenario into the midst of the OP maps. Characters that follow the clues go through the dungeon but only explore the relevant parts, kind of like going through the Underdark from the Giant lair to the Kuo-toa area. Lots of Underdark, but only this 'bit' is of interest right now. I think that fits in with Quasqueton's middle of the corridor thought.</p></blockquote><p></p>
[QUOTE="Templetroll, post: 2902546, member: 2201"] Way back, it was common to have a large dungeon that could be entered, and [I]sometimes [/I] exited alive, by parties of adventurers. Most dungeons in our group's games were not explored completely; they were explored until we found something cool and then we went back to town, celebrated and went someplace else to kill things and take their stuff. Within this behavior pattern the various DMs worked in storylines about the world or about the characters. It made the world feel alive and gave continuity that some older adventurer (he is still alive after a near-tpk) can tell all the new adventurers where there are some unexplored areas in a nearby dungeon. In one campaign we had, there was a path, via some broken walls and stairway that was cut off from the rest of the dungeon, to a room on the 5th level that was 'safe'. That meant the party could retreat there and rest so long as they were smart enough to not allow things to follow them back. When playing that campaign we went to that dungeon once or twice a year, just to kick around and explore a little bit more of some level. I like the adventure paths, but I think the best paths are those that are developed from the characters backgrounds, personalities and actions. Sometimes published work can be developed into something relevant to the characters. That map that was in the 1e DMG is an example. How many have used the dungeon under the ruined monestary for an adventure? I think I've used it with three different groups of players, with really different encounters each time. The OP maps are kind of like that, a great place to vist but I wouldn't want to live there. The OP maps look like opportunities for enterprising parties to sell maps when they get back to town, or as they run away through town... ;) . Another concept is to put an adventure path scenario into the midst of the OP maps. Characters that follow the clues go through the dungeon but only explore the relevant parts, kind of like going through the Underdark from the Giant lair to the Kuo-toa area. Lots of Underdark, but only this 'bit' is of interest right now. I think that fits in with Quasqueton's middle of the corridor thought. [/QUOTE]
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