- cross-posted to:
- lemmyshitpost@lemmy.world
- cross-posted to:
- lemmyshitpost@lemmy.world
cross-posted from: https://lemmy.world/post/16752399
Hey, that looks like a successful session to me! They saw and interacted with most of what was prepared and there were even a few RP-driven decisions
Yeah. Not everything has to be a movie. If you want the little dudes to do exactly what you had laid out for them, get some action figures man. If you want your players to play on the playground just give them some toys, a rough objective, and let 'em run around.
If you want your players to interact with something, make it either related to something they already care about and actively want to achieve, or else thrust them into the middle of it without any choice about it. If instead of that you turn them loose in the dungeon and they just run around having fun killing monsters and having hijinx then there is nothing in the world wrong with that and it is the expected result
My players and party members would NEVER forget a door! Not even if the place was falling down around their heads!
Recycle your unvisited rooms for next dungeons. I know it’s cheap, but hey you’re the only one who would know.
I’ve got an NPC who has been in the last six towns because nobody ever wants to talk to them
That guy sounds like an arch nemesis in the making to me.
I hope you make him remember and grow his resentment for your players until he snaps.
lol Poor guy
Sounds like the perfect villain that’s been following them the whole time.
I would like to know more about this NPC that nobody wants to speak to.
If you’re making your dungeons from scratch, try taking some design cues from a Zelda game. (Excluding the NES ones) In those games every room has an essential function necessary for progression, so none of your hard work will go unappreciated.
Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.
Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.
Instead, I recommend you just accept that you might work on something the players won’t see. Save that stuff for later.
I recently played A Link to the Past for the first time, and several dungeons have rooms (and even big treasure chests) that are not necessary for completion. Still did it, though.
Most people just flip it over and skip the maze.
I really appreciated that they let you do that. “So what if I just, like, flip it over?..”
Want to reduce the rushing and door kicking? Take your design cues from AD&D modules S1 and S6. Aka the Tomb of Horrors and the Labyrinth of Madness. Especially the Labyrinth of Madness.
Wouldn’t your players then know the layout of all your dungeons if they find out?
They said “design cues”, not “designs”. Research, don’t plagiarise.
What about Timmy is being altered?
The location of his blood
Don’t worry, he’s just bleeding internally. That’s where the blood is supposed to be.
NOT TIMMY
Then Timmy fucking died
Maybe too reddit-ish?
He died? But I didn’t even see his shoes come off!
Reddit-ish enough?
Or my experience with D&D…
Encounter giant pit monster
Everyone argues for 20 mins about how everyone else should use their turn
Repeat until monster is dealt with
Run out of time of the the evening, so go home
Chess clock / egg timer. If they don’t decide fast enough then no action for them! You don’t even need to actually do this (it would be a bit extreme in most situations), but the threat that it might happen should give them the necessary kick. Too much time deliberating? This monster just remembered it can take a legendary action on your turn!
Altar!
I know right‽
I mean, “alter” won’t get flagged by spellcheck, it is a word, it’s just completely the wrong word!
Goblin Slayer style dungeoning.