Wednesday, November 2, 2011
Musing a bit about the map above (from Arneson's Temple of the Frog), you can see its a bit different from a lot of site-based adventures. Mainly because its smack-dab in the middle of a city full of Bad Guys.
Stuff like this adds a whole other dimension to dungeoneering, and shouldn't be underrated in terms of the quality of experience it will offer your players. At face value, it presents the adventuring group with overwhelming odds. Unlike the dungeon, or the wilderness trek to get there, there is usually no question of taking on opposition the magnitude of a city or town with basic sword and spell. A similar scenario is set up in Vault of the Drow. There is much more than just a hack-and-crawl to contend with.
As a Referee, its vastly entertaining to me to see what sort of plan players come up with to overcome such obstacles. Subterfuge? Stealth? Amassing a mercenary army? Buying a traitor to assist them?
Sadly, i don't see much of this in contemporary adventures. Maybe I'm not looking in the right places?
What are your experiences with dealing with overwhelming odds?