A friend in the Dungeon Purgatory campaign ran in one of his levels last friday.
I would call the session a success, and it had a very basic lesson to teach.
In the little scenario, there was something for everybody to do.
Or nearly so. The character-players had plenty of action. The rogue had a heist to perform in the background. Only the fighter, who suspected a trap was really left out in the cold.
This is a basic idea. Its so obvious, it is in certain editions of the DMG. I guess I am just getting back to basic lessons after taking such a long break from game.
I mean, I wouldn't make Something for Everybody the primary principle of my process. But for set-piece encounters or important areas, I will try to keep it in mind.
One thing I noticed about the recent session, was that we split the party without fretting about it. Keeping the party together is like the first rule of dungeon survival.
But somehow, in this scenario, we sensed that we had license to do so. I think it was when the party had found an are which was not technically a "dungeon," And he took a moment to describe several objects, people and simultaneous events at the same time, which was likely to pique and divide our interests at the same time.
Simple stuff.
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