Jomsviking says:
Something we have been doing in other games to speed up the dungeon crawling is skipping empty spaces. They dont actually add anything to the game. Instead the GM just asks us which encounter or room of relevance(red herring included) we would like to explore.
In general, I could go either way on this. That is to say, I have enjoyed both approaches here on GP.
I'm currently playing in a couple of other games where we are exploring dungeons -
Stonehell and
the Caves of Chaos - and in those games, a big part of the fun is finding each room, mapping it, and discovering whether there's anything of interest there (treasure, secret doors, etc), even if there isn't an encounter there. Since there is a map in this game, I could see this proceeding in a similar vein (I've been assuming it will).
At the exact same time, I'm running a game where the PCs are following a map through some labyrinthine sewers. There is no map for the players; their characters are following a map, and it takes X amount of time to follow all the directions and traverse all those tunnels, and at regular intervals I check for random encounters in addition to the prepared encounters that happen at specific intervals. The thrill of discovery in that game is from finding out what happens next, not creating a sense of space. Since the party is following Oshgal's tracking, I could see making the transition to this mode of play for this section.
Either way works for me, but when there's a player map, I do expect to be filling in that map.
Last edited July 26, 2024 4:07 pm