Re: Dungeon Fantasy: Dungeons now available
One thing I'd like to implement more in dungeon crawls is that 'what enters the dungeon stays in the dungeon'. It often happens that a group will enter a dungeon, go all out with every encounter, realise their resources are running low, go back to their homebase to recover and replenish, return and start hacking away again.
Basically, I'd like for the PCs to have to consider and conserve their resources more by not having the option to simply bail out as easily. What hooks and tips would you use for achieving that when designing dungeons? The obvious one is having time working against them due to an imminent threat waiting to be unleashed from the dungeon that they are there to stop, but this is far from the aim of all dungeon crawls. So how to make them stay in the dungeon? |
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I can think of a few things that will help. Let the dungeons be more than a single day's worth of travel from the nearest village. Use random encounters during travel. Let the dungeons be populated by enemies intelligent enough to use the time to get reinforcements, flee, or at least reorganize and set new traps (the party is basically ceding the advantage of surprise at this point; against an intelligent foe that'll come at a price). |
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But I think to put some effort changing pagination numbers could be worthwhile. After all, isn't this a top noch product? |
Re: Dungeon Fantasy: Dungeons now available
Looking at some of the replies from people who prefer grids. I made a compromise layout using offset squares to make a pseudo hex grid. Again it is quarter inch
http://home.earthlink.net/~wilderlan...ex_quarter.pdf Would people prefer true hexes or offset squares for their dungeon maps. Enjoy Rob Conley |
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"the doors swing shut behind you, and won't open without the McGuffin at the end" is much too heavy handed, although I've known GMs who use it. "There are other adventurers who might get the loot if you leave the dungeon" works, in moderation. "There's some sort of dastardly resetting trap at the entrance we don't want to have to bypass more times than we have to" also works. Myself, I favor "The dungeon is far enough from civilization that restocking would require a very long hike, and who knows what would happen in the meantime". |
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