Malrex
So ... slow work day? Every day?
Bryce has shared his opinions and I tend to agree with him that having multiple access points for a dungeon/tower/whatever is a good thing. I wanted to look at this comment though from the latest review:
Alex says:
December 20, 2024 at 4:40 pm
It’s an interesting comparison. I think folks are just more comfortable running megadungeons than hexcrawls. It feels like the party’s path is more predictable and easier to prep for, even though it depends entirely on the particular dungeon how true that is.
E.g. in Arden Vul, the cliff face at the start has entrances to the ruins, level 3, 4, sub-level 8 and sub-level 13. From there, if the party takes the right path they could get to level 1, 2, 5 or 6 in the same session. Yet nobody seems to think all that needs to be prepped before starting.
In Gods the underworld entrances are NOT easily accessible; they’re at the bottom of dungeons or at the back of high-level monster lairs. The PCs would have to be very lucky/motivated to get there in the first several sessions. Yet Tom H. above feels he needs to read the entire underworld before starting.
So, I think it’s partly the adventure type causing people to overestimate prep for this (and underestimate AV prep)."
This comment got me thinking---how to best prepare a DM when there are multiple entrances? For me--I usually read the full adventure first and prep, so this doesn't affect me much at all (except I spend a few hours prepping beforehand, but if it's a huge adventure, I will probably forget some things), but I always think of 'the others' who open the book and playing withing 5 minutes or whatever. The Arden Vul example above sounds awesome--but I could see it putting strain on a DM if the players choose an entrance that they hadn't prepped for. I also think this is another reason why some DMs don't like running city adventures---because it's hard to know which area to prep for when it's wide open.
So, for adventure design--what is a good way to help a DM in these types of situations?
My thoughts:
1. Have some sort of 1-2 paragraph summary of the level/area to quickly give the DM the high/important parts about the level?
2. Some sort of table summarizing important things? For example, when to roll for a wandering encounter, what monsters may hear things and investigate, other stuff...
3. Other? Is it overkill?
The way I'm thinking about this...is for example---a mansion....there could be a special guard patrol and timing is important on the second floor....so you convey that info in the beginning of the second floor section. The PCs decide to access the 2nd floor through a window and enter a room marked #48 (but it could be any room really with a mansion with multiple window options)....so the DM goes to #48 and reads it, but may miss the info about the patrol....
I think for a city--it makes sense to have a quick summary about the district/area. But for a dungeon, although might be helpful, seems a bit overkill...but also necessary if there are important things to keep track of? What's your thoughts for helping a DM/designing an adventure correctly for handling multiple access points?
Alex says:
December 20, 2024 at 4:40 pm
It’s an interesting comparison. I think folks are just more comfortable running megadungeons than hexcrawls. It feels like the party’s path is more predictable and easier to prep for, even though it depends entirely on the particular dungeon how true that is.
E.g. in Arden Vul, the cliff face at the start has entrances to the ruins, level 3, 4, sub-level 8 and sub-level 13. From there, if the party takes the right path they could get to level 1, 2, 5 or 6 in the same session. Yet nobody seems to think all that needs to be prepped before starting.
In Gods the underworld entrances are NOT easily accessible; they’re at the bottom of dungeons or at the back of high-level monster lairs. The PCs would have to be very lucky/motivated to get there in the first several sessions. Yet Tom H. above feels he needs to read the entire underworld before starting.
So, I think it’s partly the adventure type causing people to overestimate prep for this (and underestimate AV prep)."
This comment got me thinking---how to best prepare a DM when there are multiple entrances? For me--I usually read the full adventure first and prep, so this doesn't affect me much at all (except I spend a few hours prepping beforehand, but if it's a huge adventure, I will probably forget some things), but I always think of 'the others' who open the book and playing withing 5 minutes or whatever. The Arden Vul example above sounds awesome--but I could see it putting strain on a DM if the players choose an entrance that they hadn't prepped for. I also think this is another reason why some DMs don't like running city adventures---because it's hard to know which area to prep for when it's wide open.
So, for adventure design--what is a good way to help a DM in these types of situations?
My thoughts:
1. Have some sort of 1-2 paragraph summary of the level/area to quickly give the DM the high/important parts about the level?
2. Some sort of table summarizing important things? For example, when to roll for a wandering encounter, what monsters may hear things and investigate, other stuff...
3. Other? Is it overkill?
The way I'm thinking about this...is for example---a mansion....there could be a special guard patrol and timing is important on the second floor....so you convey that info in the beginning of the second floor section. The PCs decide to access the 2nd floor through a window and enter a room marked #48 (but it could be any room really with a mansion with multiple window options)....so the DM goes to #48 and reads it, but may miss the info about the patrol....
I think for a city--it makes sense to have a quick summary about the district/area. But for a dungeon, although might be helpful, seems a bit overkill...but also necessary if there are important things to keep track of? What's your thoughts for helping a DM/designing an adventure correctly for handling multiple access points?