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Author Topic: Dungeon Crawl Vs. Scenes?  (Read 1098 times)
tfwfh
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« Reply #15 on: October 03, 2011, 07:33:42 AM »

Also, the more of the dungeon that makes up a single scene, the more old school resource management you get.

If every room is a scene, things can be very fast and the PCs will largely be at full strength for each one. If the whole dungeon is a scene, they'll tend to go slower and hopefully worry more about ehat's behind every door and around every corner.

I get the sense OP is running something akin to world's largest dungeon, or temple of elemental evil.  If that's the case, then I think Krenksy's recommendation is the best.  Basically, you should have scene breaks as often as you need to in order to keep the resource management at the level you want it to be.  Don't worry about time so much.  It was my experience with World's Largest Dungeon that time becomes fairly meaningless, and the party will pretty much just go until they no longer feel certain they can survive the next room.  They they decide to stop and backtrack to somewhere they can hole up and sleep to refresh their spells and whatnot.  So, basically the more often you have new scenes the longer the party will feel comfortable going before they stop and rest.

The way I would recommend doing that at first is to just stretch scenes until the players become reluctant to advance or start looking for a place to rest.  Then you have a scene break and they should go back to being fairly confident.  Play with the timing with that until you get a good feel for how long a scene should be with your campaign and players.  Once you've got a good feel for how long a scene should be, you could then experiment with constructing the narrative events to make for good scene breaks.

Anyway, that's just my thoughts on the matter.
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the331st
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« Reply #16 on: October 03, 2011, 09:20:21 AM »

god, it feels so long since I ran a game. All this talk about scenes is getting me antsy.
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Crafty_Pat
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« Reply #17 on: October 03, 2011, 11:50:19 AM »

god, it feels so long since I ran a game. All this talk about scenes is getting me antsy.

Where's my Like button? Tongue
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« Reply #18 on: October 04, 2011, 03:49:48 AM »

god, it feels so long since I ran a game. All this talk about scenes is getting me antsy.

Where's my Like button? Tongue

Exactly!! .... I think havig the players determine as a group how often they want scene breaks prior to entering the dungeon ahead of time is important.

Once I get a job and get a FC group going, I fully intend to resort to a classic dungeoning tactic that was lost with the advent of 3D and the Living campaigns. ... I'm going to make the players draw the map for the dungeon based off of description and give them bonuses or the opportunity to make a Cartography interest check or something similar in order to ask for corrections from me for their handwritten copy of the map.

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Crusader Citadel

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« Reply #19 on: October 07, 2011, 12:21:27 AM »

god, it feels so long since I ran a game. All this talk about scenes is getting me antsy.

Where's my Like button? Tongue

Exactly!! .... I think havig the players determine as a group how often they want scene breaks prior to entering the dungeon ahead of time is important.

Once I get a job and get a FC group going, I fully intend to resort to a classic dungeoning tactic that was lost with the advent of 3D and the Living campaigns. ... I'm going to make the players draw the map for the dungeon based off of description and give them bonuses or the opportunity to make a Cartography interest check or something similar in order to ask for corrections from me for their handwritten copy of the map.



Evil! I love it...

I'm trying to get a Play by Post together with the GF. Not writing for like 2 years and then having to write is HARD! Guys... it's like really hard...  Undecided
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Desertpuma
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« Reply #20 on: October 07, 2011, 12:35:42 AM »

Glad you like the idea.

Back in 1st & 2nd Ed AD&D, we always used to have to draw the map and when we complained to the DM at the time he had a simple response. "How will you get back out or even return to where you are now if you manage that without tackling any of the traps again.

It actually makes people think about what they need when they take another crack at a dungeon. "Ok, we'll need the rope for that one crevass, some marbles for that one hallway, and make sure to pick chalk this time. Last time, we went around in a circle for two hours looking for that secret passage."
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Crusader Citadel

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« Reply #21 on: October 07, 2011, 09:58:27 AM »

My first stint into D&D was with a group that had a few wow heads in it. Non played anything prior to 3.5 and we had white board to map our selves and where we went. Tho, most of the time the whole thing was moot b/c 1) it was eberron and our motto was "Heros & Shit" which brought with it a weird D&D thug mentality and hand waving a lot of AD&D staples like mapping : / and 2) the DM was more interested with cinematic and drama (ie you finish the job, it was too easy, you run back to your patron manor, shes dead in the bath tub, murder... (*Shakes fist at Xanatos Gambits)) ). Jeez, looking back at it I wish I paid more attention to scenes back then O.o
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