Dungeons, or "How do you run dungeons in 13th age?"

I've never understood how to run dungeons, and I certainly don't understand how to run them in 13th Age.

I'm running a modified version of "Curse of the Crimson Throne" and I simply do not know how I'll present this dungeon-centric adventure. Let me know what you think!

Comments

  • I'm not sure why running a dungeon would be any different than most other types of adventures, so perhaps my advice won't help. My thought is that a dungeon is a series of encounters much like any other adventure and the key is for the GM to push the characters through as many encounters as possible without rest so that they use up their resources, then give them a chance to regain, then push them again. If players opt to rest too often, throw a random monster their way. Otherwise, dungeon crawls are a matter of resource management, just like any other adventure.
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