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Your dream dungeon...
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<blockquote data-quote="Wik" data-source="post: 5518095" data-attributes="member: 40177"><p>As a player, my dream dungeon would be a set of ruins, preferably in a jungle or forest setting, with a huge amount of pictures from the GM. And these ruins would be historically influenced (ie, real world history) and would tell a story about the campaign setting's past. There would be no traps in the dungeon, no monsters, and no RP encounter. Just a couple of PCs, in a safe environment, where they are trying to figure out what happened by investigating old ruins. </p><p></p><p>That sort of dungeon could keep me entertained for hours. Especially if there was no "dungeon" element to it, but rather a set of ruins entirely aboveground, with the only creatures encountered being things like small snakes, parrots, and wild pigs. </p><p></p><p>As a GM, my dream dungeon is one in which I have a whole bunch of clever tricks and traps, the players figure out around 70% of the traps, but fall prey to the other 30%, without it being a grimtooth's/RBDM situation. </p><p></p><p>Another near perfect "dream dungeon" for me was a dream only because it let me excel at my favourite part of RPGs - winging it on the fly, without being arbitrary. Basically, it was the Savage Tide campaign, in the early part. One of the NPCs the players fight has "if reduced to X hp, he will attempt to flee". Well, this happened, and he tried to flee - and the PCs let him, so they could focus on the BBEG of the encounter. But then, two rounds later, they gave chase. </p><p></p><p>There were no notes on that. So I ran the chase, through the city, at night. And the chase seemed to lead (through no planning on my part) to "Ancestor Island", a small graveyard in the middle of the city. And so it turned into a skirmish, with the PCs hunting down a thief in a graveyard very similar to those ones in New Orleans. The whole thing was improvised on my part, and I had a blast running it. </p><p></p><p>Situations like that, where I can improv but have a set of solid notes to go by, are why I GM.</p></blockquote><p></p>
[QUOTE="Wik, post: 5518095, member: 40177"] As a player, my dream dungeon would be a set of ruins, preferably in a jungle or forest setting, with a huge amount of pictures from the GM. And these ruins would be historically influenced (ie, real world history) and would tell a story about the campaign setting's past. There would be no traps in the dungeon, no monsters, and no RP encounter. Just a couple of PCs, in a safe environment, where they are trying to figure out what happened by investigating old ruins. That sort of dungeon could keep me entertained for hours. Especially if there was no "dungeon" element to it, but rather a set of ruins entirely aboveground, with the only creatures encountered being things like small snakes, parrots, and wild pigs. As a GM, my dream dungeon is one in which I have a whole bunch of clever tricks and traps, the players figure out around 70% of the traps, but fall prey to the other 30%, without it being a grimtooth's/RBDM situation. Another near perfect "dream dungeon" for me was a dream only because it let me excel at my favourite part of RPGs - winging it on the fly, without being arbitrary. Basically, it was the Savage Tide campaign, in the early part. One of the NPCs the players fight has "if reduced to X hp, he will attempt to flee". Well, this happened, and he tried to flee - and the PCs let him, so they could focus on the BBEG of the encounter. But then, two rounds later, they gave chase. There were no notes on that. So I ran the chase, through the city, at night. And the chase seemed to lead (through no planning on my part) to "Ancestor Island", a small graveyard in the middle of the city. And so it turned into a skirmish, with the PCs hunting down a thief in a graveyard very similar to those ones in New Orleans. The whole thing was improvised on my part, and I had a blast running it. Situations like that, where I can improv but have a set of solid notes to go by, are why I GM. [/QUOTE]
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