In Exploration-focused games.... maybe don't punish exploration and progress
it's kind of a paradox at the heart of dungeoncrawling games
Telegraph traps, and/or don’t spring them without warning
Lay off of ambushes, alarms
Don't impose penalties for merely opening doors, or players will hesitate to open new doors
Telegraph traps, and/or don’t spring them without warning
Lay off of ambushes, alarms
Don't impose penalties for merely opening doors, or players will hesitate to open new doors
- interacting with doors is often like 80% of bigger dungeons in OSR D&D
- make it either simpler or more interesting than it usually is
Give monsters a wider variety of non hostile behaviors, default activities, and reactions
Favor slower, louder, individual monsters over quicker, sneakier, groups/swarms
Challenge - yes - challenge should be there, obstacles blocking progress, but it doesn't need to be literal punishment for curiosity, and that's often what traps and encounters end up being
- This makes it easier for players to judge the difficulty of an encounter
- Easier to see coming and prepare for, or run from
- Turns the challenge into one of outmaneuvering in the dungeon rather than a tactical combat puzzle in which you're likely to misjudge relative power levels and where the outcome is swingier
- Also big monsters are just fun. They can be more unique, and you can invest in portraying them as individuals without wasting it on something readily slain
- Quick, Sneaky, or Numerous, choose one at most
- (or)
- Slow, Conspicuous, Solitary: choose two
...how?
how is blogger editor formatting this horrificly user unfriendly
maybe this is why i stopped blogging
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