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Putting the scare into a dungeon crawl

Dwayne at The Tabletop Tavern
Dwayne at The Tabletop Tavern

I am about to embark on a very light dungeon crawl in my campaign. It got me thinking....

Dungeons and Dragons as we know it was built on the bones of " Chainmail" which was itself a tactical combat game and early DnD was all about exploration and discovery. The " fear" of what was around the corner as opposed to blindly running down halls setting off encounters. While DnD has some basic systems to limit player exploration on a turn p[er turn basis; Daggerheart does not and shouldn't. So the question lingers...how do you install the vibe of exploration in a dungeon without grinding the narrative to a halt? Specifically how to do that while using a premade map of the environment versus theater of the mind.

This post isn't meant to solve the dilemma but stay open for ideas.

Idea 1: " Inject the feels" in real life and in popular media heroes are always cautious and concerned when they enter confined spaces. Claustrophobia, anxiety or even just plain nerves. In A TTRPG these emotions NEVER manifest as it seems players are always confident and ambitious leading to " running" through the dungeon to see whats in it.

Maybe insert a game mechanic that limits the players movement? Have the players overcome a presence roll vs the environment before they can even make a spotlight. They can MARK A STRESS to veto the roll and take the spotlight regardless?

Idea 2: Limit movement by using a system similar to the above?

Maybe these ideas should even be standard for any dungeon environment you make....again just ideas but I am very curious as to what you may have as ideas to get that good ol' dungeon feel in your games.

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Dwayne at The Tabletop Tavern
2 weeks ago

also..... Instinct reaction rolls to " guide the players" ?

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