The best part about Tiny Dungeons is that you get the taste for your Dungeon Delves and you can be in and out in one session often. I also loved the Dungeon Delve book and it sill sits in a spot on my shelf as a go too idea book. Along with the great first ed Encounter cards.
I had never liked with long Delves and that drew me as well to begin running Smaller Dungeons. The two biggest issues that I had with long delves feel to the time sink and the death of RP. Once a party dipped into the the first few rooms of a dungeon the games always would shift immediately from a free form fast paced game to a room by room slog. As well as because of this the first thing to fall by the wayside was inevitably the roleplay.
I highly recommend for all GM’s to give the Tiny Dungeon theory a try. It will fast become thing of second nature once you embrace it.
And you game the added bonus any Delve into a Large Dungeon becomes farm more epic in feel because your players are used to being in and out in a few hours of play.
One of my favorite books for fourth edition Dungeons and Dragons was a little number called Dungeon Delve. The book was simply 30 three-room dungeons complete with traps, encounters, a few story hooks, and advice for continuing the story or further fleshing out the dungeon. It was basically a tome of a single, four-hour, one-shot adventures for every character level in the game (each of which could be turned into something more if so desired).
Fifth edition Dungeons and Dragons plays a lot faster than fourth, particularly where combat is concerned, which is a good thing. I regularly play D&D on Monday evenings but the sessions are only about three hours long. On average it seems the combat encounters I plan take 30 to 40 minutes. I know that seems a little long but because of our limited time I usually plan only hard encounters to force the players to use…
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