| Post/Author/DateTime | Post |
|---|---|
| #1arctostaphylsSep 27, 2009 2:03:43 | It seems obvious from the name of the game, but really, how many people, do you think actually create quests set in dungeons and that feature dragons as the main monsters? Is the quest make your way through the dungeon to kill the dragon still a main plot of home-brew quests or is that considered too "old hat" by today's DnD players? Put it this way: If I told you I had made a homebrew quest using DnD 3.5 rules (and maybe a few house-rules) that was set mostly in an underground dungeon controlled by an evil dragon (with a few encounters outside on your way to the dungeon and a few outside ones on your way back home, would you play it? Which brings up another question, surprise vs full disclosure. When you first tell the people in your group about the quest you'd like them to play, how much do you reveal? Is it silly to try to disguise the identity of the main monster (and maybe a few lower level monsters) as long as possible (until they encounter them where they appear in the game)? Or is that actually a good storytelling idea that will help build suspense? |
| #2mb_webguySep 27, 2009 2:39:25 |
In the second game session of our current campaign, our party of 1st level characters ran into a young white dragon while clearing out a kobold warren. So, uh, that's one quest set in a dungeon and that featured a dragon as the main monster. Of course, neither the characters nor the players were expecting to meet a dragon -- the PCs had been hired by a merchants' association to clear out the kobolds who had been harrasing the trade routes in the area, and the players were mostly veterans of older versions of D&D where even a young dragon was a major threat. Of course, the DM had dropped a few hints that the Feywild and dragons would feature fairly heavily in the overall campaign. We just didn't think it would be so soon... Which brings me to your second point. I think it really depends on the story as to how much the PCs should know about what they're going to encounter. Sometimes the PCs will have a good idea of what to expect, and other times they'll be walking in blind. But very rarely will they know exactly what they'll be dealing with. There should always be surprises, whether it's that the Big Bad had a few more minions than expected, or that the guy they thought was the Big Bad was just a lieutenant of the actual Bigger, Badder Big Bad. If the PCs (or more specifically the Players) know exactly what they're about to encounter, it spoils some of the fun. |
| #3arctostaphylsSep 27, 2009 2:54:52 | I'm glad to hear that. I've been working on this dragon slaying quest for a little while and struggling between giving hints and keeping secrets about it. Glad to hear that not everyone thinks still having dragons is DnD is old hat. Also glad to hear that at least some players like surprises. If I can pull it off, my quest will be full of surprises. |
| #4generalhenrySep 27, 2009 2:56:37 | "When you first tell the people in your group about the quest you'd like them to play, how much do you reveal?"
I disclose the theme of the campaign but I rarely disclose what's coming next.
and yes dragons in dungeons are fine.... if there's a compelling narrative as to why the dragon is in the dungeon and why the party is going after it. |
| #5arctostaphylsSep 27, 2009 21:04:18 | Well, I hope this is compelling. I'll give you a hopefully brief synopsis of the part where the dragon comes in. Let me know what you think please.
The story is that an unusually lazy yet exceptionally greedy young dwarf seeks power and riches. His tutor is a very crafty and devious gnome. Among other things, the gnome teaches the dwarf how to steal, lie, bluff and otherwise weasle his way into getting what he wants. The dwarf is so successful at acquiring treasure by these means that he starts running out of places to hide what he isn't spending. The gnome tells the dwarf to hide his treasure in a distant mountain said to be cursed by Morodin himself for all the evil creatures and wicked deeds that are in it. The gnome reveals to the dwarf be a powerful wizard, but by the time he does so, the dwarf is fully in his power. The dwarf and the gnome hide the treasure in the mountain. The devious gnome gives the dwarf something magical to wear lying to him that it will make him live forever so he can always be with his treasure. The dwarf puts it on and between it, the gnome wizards spells and his own greed, he is compelled to stay and guard the treasure. The gnome leaves clues to entice adventurers to find the treasure and sets traps to catch them as he leaves the mountain. The spells and magic item continue to work on the dwarf until he turns into a dragon. The gnome leaves cryptic, incomplete maps scattered around the land and spreads different versions of rumours about the treasure hoping some unsuspecting heroes will try for it. Most people are terrified of going anywhere near the mountain because of the stories they've heard over the years. Naturally, there is at least one group of adventurers brave enough to try....yours. By the time the quest is ready, I plan to have alternatives for what happens for most of the possible decisions the heroes might make in regards to what to do with the dragon and the treasure.
That's not how I have it worded in my quest notes, but is hopefully enough to give you the idea.
Thanks,
|
| #6generalhenrySep 27, 2009 21:40:22 | sounds fun. |