46 points

My players and party members would NEVER forget a door! Not even if the place was falling down around their heads!

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18 points

NOT TIMMY

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3 points

Then Timmy fucking died

Maybe too reddit-ish?

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4 points

He died? But I didn’t even see his shoes come off!

Reddit-ish enough?

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73 points

Hey, that looks like a successful session to me! They saw and interacted with most of what was prepared and there were even a few RP-driven decisions

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40 points

Yeah. Not everything has to be a movie. If you want the little dudes to do exactly what you had laid out for them, get some action figures man. If you want your players to play on the playground just give them some toys, a rough objective, and let 'em run around.

If you want your players to interact with something, make it either related to something they already care about and actively want to achieve, or else thrust them into the middle of it without any choice about it. If instead of that you turn them loose in the dungeon and they just run around having fun killing monsters and having hijinx then there is nothing in the world wrong with that and it is the expected result

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21 points

What about Timmy is being altered?

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37 points

The location of his blood

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25 points

Don’t worry, he’s just bleeding internally. That’s where the blood is supposed to be.

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31 points

If you’re making your dungeons from scratch, try taking some design cues from a Zelda game. (Excluding the NES ones) In those games every room has an essential function necessary for progression, so none of your hard work will go unappreciated.

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19 points

Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.

Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.

Instead, I recommend you just accept that you might work on something the players won’t see. Save that stuff for later.

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8 points

I recently played A Link to the Past for the first time, and several dungeons have rooms (and even big treasure chests) that are not necessary for completion. Still did it, though.

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6 points
*

Most people just flip it over and skip the maze.

I really appreciated that they let you do that. “So what if I just, like, flip it over?..”

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2 points

Wouldn’t your players then know the layout of all your dungeons if they find out?

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4 points

They said “design cues”, not “designs”. Research, don’t plagiarise.

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5 points

Want to reduce the rushing and door kicking? Take your design cues from AD&D modules S1 and S6. Aka the Tomb of Horrors and the Labyrinth of Madness. Especially the Labyrinth of Madness.

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