![]() It’s a race to either get out or find a way to stop the danger.Īdd a role-playing angle: there’s intelligence behind the increasing danger that can be negotiated with, or a being who could be convinced to fix the problem. Related to this tip, time limits, you could have the dungeon slowly becoming more deadly for some reason: [Johnn butts in: thanks for the tip Trav. Tell the PCs they have such and such many days (or hours…) to get through a certain dungeon area, grab the McGuffin of stupendous power, and get it to the temple of whatzizface before all hell breaks loose. One piece of advice I would give: put a timer on it. This allows a subplot without impacting the main plot of the central adventure and relieves tedium for the dungeon-bored-players involved. Why do the inhabitants live here? Protection for themselves? Protecting something else? Driven below ground and forced to remain by something powerful inside or out? Again, answers may vary, but it will impact the plot and character of the dungeon.ĭo any of the PCs have backgrounds you can use to create subplots in the dungeon? Perhaps a monk’s long-lost master is a prisoner here, or the orphan finds a tapestry portrait of herself in tatters on the floor. ![]() You can come up with more, of course, as well as combine ideas. Traders may welcome a new presence, weak monsters may seek to use the players as allies against raiders, cannibal cultures will require a good deal of caution to retrieve one’s wounded and dead. Where do the inhabitants get their food? Trade with a nearby tribe or town? Raid other levels of the dungeon? Cannibalize each other? Any of these answers will change the feel of the dungeon as well as the reaction of the inhabitants to invaders. ![]() If you make a few theory and journal notes like this for each player, you are guaranteed to build a realistic profile over a short period of time to help you successfully plan for each session.] If you’re using Campaign Logger, create a Page for each character and player.Īlso note on paper if any of the elements from your theory section work out well so that you have an instant in-game resource if you get stuck for ideas. What are they doing? What is their character doing? What’s happening right now in the session? In the journal section, watch your players during games and note when an individual is having a great time. Then, write out ways you can entertain and challenge each player’s PC. combat, likes high fantasy effects, social player, etc.). Next, write out what you know about each player’s gaming preferences (i.e. Record each player’s name and character overview (class, skills, abilities, backstory hooks). A great way to manage this is to start player and character dossier. ![]() [Comment from Johnn: Excellent tip Ivan, thank you. Make sure each portion of the dungeon has something for each character to do and you’ll stave off tedium just fine.
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