More DD&D playtesting.
Did a flow diagram of the first two segments of the “not dungeon crawl”, which I’m reasonably happy with. Not sure I can fit it into a single session, so I need to plan a good breather point somewhere in the middle.
Some general objectives:
- Don’t utter the words “dungeon crawl” at any point.
- Give every character important things to accomplish, whether that’s holding off a wave of thralls, bypassing a locked blast door, or restarting a steam turbine.
- Risk of death.
- Forward the plot(s) with relevant NPCs and the Plague.
- Every room should feel like it has a purpose.