This is some great insight. I don't like when games handwave their crucial mechanics expecting the DM to handle it. Because of this, I'm looking forward to the next crawling adventure.
I like your breakdown of the die types you use, its a good idea to use different dice (also d12s are awesome, always love to see them used) for different levels of threat. When I run a dungeon I don't really ask players what their actions are on a turn by turn basis, I'll ask them what direction they want to go and based on how they are moving (are they trying to be stealthy for instance) I just move the party along to their maximum movement unless they come upon a door or some other interesting feature. I see the turn tracking as entirely a DM thing, the players don't really know the exact length of time they've been walking around in the darkness (there are exceptions to this of course).
Thank you. In reality I actually handle it the same way as you describe. I don't think my players normally are especially aware of the procedures of a dungeon crawl. They now things like that a torch lasts for 1 hour, and they know that I roll for Wanderings monsters sometimes, but they expect me to keep track and let them know if something happens. :) That is also fine by me - I mean I don't want them to break immersion to worry about game mechanics. I do - however - try to make thinks more streamlines for the DM. My quest for essortless DM:ing continues...;)
This is some great insight. I don't like when games handwave their crucial mechanics expecting the DM to handle it. Because of this, I'm looking forward to the next crawling adventure.
Awesome!!! 👍🏻
🥳🫂👍🏿
Adding this to the House Rule Quest ❤
Seeking 42% random encounter frequency because "Life, the Universe, and Everything. "
Yay another episode! \o/
I like your breakdown of the die types you use, its a good idea to use different dice (also d12s are awesome, always love to see them used) for different levels of threat. When I run a dungeon I don't really ask players what their actions are on a turn by turn basis, I'll ask them what direction they want to go and based on how they are moving (are they trying to be stealthy for instance) I just move the party along to their maximum movement unless they come upon a door or some other interesting feature. I see the turn tracking as entirely a DM thing, the players don't really know the exact length of time they've been walking around in the darkness (there are exceptions to this of course).
Thank you. In reality I actually handle it the same way as you describe. I don't think my players normally are especially aware of the procedures of a dungeon crawl. They now things like that a torch lasts for 1 hour, and they know that I roll for Wanderings monsters sometimes, but they expect me to keep track and let them know if something happens. :)
That is also fine by me - I mean I don't want them to break immersion to worry about game mechanics. I do - however - try to make thinks more streamlines for the DM. My quest for essortless DM:ing continues...;)
Loving this method. How do the players notice the “loops” or dangerous connected areas?
Well only by exploring really. Once they have mapped enough they will know for sure, but carridors and crossing are usually bad to linger in.