Hold Me Closer Tiny Dungeon
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…
View original post 913 more words