Scaling the cliff or lowering themselves into the sinkhole that revealed the cave system. Build up the suspense with tough natural challenges. Monsters should be few and far between and should be a BIG EVENT when encountered. I think this is especially true for tier-one play. Hazards can increase immersion and give variety to the challenges your adventurers face. So much is focused on the denizens of the environments and the traps and protections they set. I think modern designers fail to take the opportunity to give their dungeons, cities, and wilderness areas more character. The challenge was avoiding traps, solving puzzles, mapping so you didn't get lost, and navigating hazards (collapsed areas, unsound architecture, tough climbs and delves, etc.) But many dungeon crawls had few monsters. Monsters were kinda thrown in as one of many hazards you had to overcome. In older adventures, I'm thinking 1e days, the dungeon was the antagonist. Most recently-created adventures that I've bought and played are focused on story and NPCs as the antagonists.
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