63 lines
2.8 KiB
HTML
63 lines
2.8 KiB
HTML
<h1>DUNGEONS</h1>
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<div>
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<p>
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The concept of a “dungeon” is a common trope in any type of RPG, tabletop
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and digital alike. Generally, a dungeon is frequently — but not always! — a
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labyrinthine environment, inhabited by hostile creatures... and often
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concealing valuable treasures and powerful magical items, or acting as an
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evil antagonist's lair.
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</p>
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<p class="note">
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In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
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location that is worthy of being explored. It could be an abandoned mill
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turned into a brigand hideout, a witch’s castle, or a network of waterways
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guarded by ancient golems.
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</p>
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<p>
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Most of the time, the dungeon itself won’t be that important: why the heroes
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are there and what can be found within it is what really matters. Other
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times, a dungeon can be a powerful way to tell a story about those who
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inhabited it — and maybe hint at some obscure truths or provide an answer to
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some of the game world's mysteries.
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</p>
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</div>
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<div>
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<h2>EXPLORING DUNGEONS</h2>
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<p>
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Depending on the size and importance of the dungeon in question, the Game
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Master may adopt any of the following methods:
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</p>
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<ul>
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<li>
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<strong>Dungeon scenes.</strong> The exploration is run as a succession of
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key moments rather than an inch-by-inch search of the dungeon. This works
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best when the layout of the dungeon is mostly irrelevant and all that
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matters is what lies in its depths. This approach is identical to default
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gameplay: the heroes discuss their actions and describe what they do, the
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Game Master describes what goes on around them, and Checks and conflicts
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take place as normal.
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</li>
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<li>
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<strong>Detailed exploration.</strong> The entire dungeon can be explored
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in its every nook and cranny. This approach can be quite time-consuming
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and should only be used if the structure and details of the place tell an
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important story. For this method to work, the GM should carefully prepare
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the layout of the dungeon beforehand — reserve it for locations that
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you're sure the PCs will explore.
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</li>
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<li>
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<strong>Interlude.</strong> The exploration is narrated as an interlude
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scene, with maybe a single Group Check establishing whether the Player
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Characters encounter any obstacles or dangers before they reach the depths
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of the dungeon. Use this approach if you are short on time and if the
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dungeon isn't particularly important — the typical occasion would be a
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minor location discovered while traveling.
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</li>
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</ul>
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<p>
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Additional advice on how the Game Master should prepare material for
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dungeons can be found starting on
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<a href="/books/core/#page-258">page 258</a>.
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</p>
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</div>
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