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Ratpick
Oct 9, 2012

And no one ate dinner that night.

gradenko_2000 posted:

Here's a setting-related question: the players have solved the mystery of the missing cows, and have tracked the goblin thieves to a nest of goblin warrens.

They're about to enter a dungeon of, say, 12 rooms/scenes, with maybe two-thirds of those having goblins inside.

How do you create variety within the various goblins so that they're not just varying amounts of "goblin with a sword", "goblin with a crossbow" and maybe "shaman-esque goblin who can throw firebolts"?

Or could this be "enough" and the variation comes from the terrain of the different scenes, in the same way that raiding a human-occupied barracks would similarly only yield variants of pikemen, archers and hedge wizards and still be interesting?

The Angry DM wrote about this exact thing a while back where he talked about this in relation to video games, especially older games with memory limitations, having asset libraries. The thing is, if your first encounter is goblins with swords, second one is goblins with crossbows, and so on so forth, your players miss out on one of the cooler aspects of gameplay: that awesome feeling of having learned an enemy's tricks and then getting to use that knowledge against them. Also, even with a limited "palette" of enemy types you can build a lot of different situations and force your players to think on their toes while not being completely in the dark as to what they're up against.

That's not to say that each dungeon should be completely one-note: you can divide a large dungeon (not a megadungeon, but a single dungeon with a few separate areas) into different sections, each with a separate theme. The goblins may have set up camp in an abandoned dwarven fortress, in which case the dwarven quarters taken over by the goblins would be one section, the crypts with dwarven undead would be another, and the cavern taken over by a big god-damned spider is another.

Another incidental benefit of this approach is that it saves you a lot of prep time and page-turning, as you only need to keep so many statblocks in front of you at a given time.

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