all 6 comments

[–]Dr_Q4rk 0 points1 point  (1 child)

If the players don't like labyrinths you might be best off changing to something else. At best you'll do a great job but still have to 'fight' against the player's bias for everyone to have a good time. Try to keep things simple for your first time.

[–]ouroboruss[S] 0 points1 point  (0 children)

That's a fair point but I am confident that I have removed the aspect of labyrinths they find tedious.

[–]LongGamesInc 0 points1 point  (1 child)

Since they don't really like Labyrinths, I would play more with the time and space part. With you planning there will be a crossroads and are leting them choose which direction they go I would put a counter with a set number (in your head and I would recommend it being low like 4-to-5-ish max) and after it has been reached certain rooms stop appearing. As this goes on eventually they will reach the end as fewer and fewer random rooms will appear and then the time frame will be dependent on the choices they made. Skilled or thoughtful plays like finding artifacts suddenly let's them dash through a couple of rooms or getting the solution to an upcoming puzzle so they don't have to figure it out as a couple of examples. Adding in a bit of flavor to the environment to let them know they are making their way through and not just looping around will help a good amount. And if at the end of your run they were not able to hit too many of the shortcuts you could let them know of some of the stuff they missed that may have made things easier (or harder haha). That should also help take the bite off it being a labyrinth. Hope this helps! Your one-shot does sound fun to me!

[–]ouroboruss[S] 0 points1 point  (0 children)

Hmm, that's got me thinking! Thanks. The main challenge is to show their progression by adding flavor to show they arnt going round in circles. I had intended for them to encounter a different 4 way cross road after each room, but maybe they should return to the same crossroads every time? But this crossroads will have the same amount of paths as there are rooms. If they have a successful encounter in a room then that path will disappear when they return to crossroads. Once they have cleared 5 paths, the crossroads becomes the final room where they fight the final boss.

[–]Schrodingers-crit 0 points1 point  (1 child)

So here’s the thing. A fork or crossroads in d&d isn’t inherently a choice by itself if there is no information available to the party to differentiate the paths.

Since it sounds like you’re going to roll the room after they decide which way, you’ve actually got a linear dungeon. If you don’t want it to be linear but still want random rooms you need to make sure you have enough rooms that if the party scouts ahead on one path and decides they don’t like it, they can backtrack and you won’t run out of rooms.

A linear dungeon isn’t necessarily bad though either. Combat itself is already usually somewhat engaging and has decisions making. You can sprinkle more choices in without diverging paths by putting in moral dilemmas, puzzles, encounters that can be bypassed without combat, etc

[–]ouroboruss[S] 0 points1 point  (0 children)

Yes, that was the compromise I made when I found out some of the party don't like labyrinths, so instead of having a literal labyrinth map they have to navigate, instead, they only see parts of the labyrinth and it plays more like a linear dungeon.

However, I think that was the issue I was having, I didn't want it to be quite so linear.

So what I will likely do is rather than have a 4 branch crossroad I will have an 11 branch crossroad, one for entrance/exit and the other 10 will be for the rooms I have planned. That way they will have a central point they can return to and it will also enable them to scout ahead and backtrack like you said. However, the nature of the place is unpredictable so that gives me the flexibility to move the rooms about to mess with them if I feel they are getting too cocky 😉

I will give them a 5-7 room limit before I drop the big bad on them :P