Clovenhoof said:
I also noticed that the occupants of one ruin tend to vary greatly in HD. If a party wanted to clear out an entire city, it would have to wade through heaps and heaps of Level 1s in order to get to their Level 8 bosses, not to mention the really mighty demon-god that typically resides in such a ruined city and is best left alone.
When heroes are exploring ruins in a movie, you don't see every corridor they turn down. The mood is set when they enter the dungeon, and then they cut to scenes where the action occurs, or where relative points in the story line are revealed.
Perhaps I'm the only GM that runs my game this way, but I try to follow this same method at my table. I don't painstakingly put my players through listen, spot, search for traps checks, etc in every corridor and outside every door. To me, this is boring and poor story telling. Not to mention it makes clearing out a dungeon take much longer than it needs to, and really slows down advancement of the story line.
In a similar manner, I don't play through every encounter that the heroes are sure to blow through. For example, if they were high level and at a zombie filled ruins, intent on clearing it out, I would run the first encounter where they'd plow through the undead like a hot knife through butter, and then box text a couple days of exploring and zombie bashing, until they got to the next interesting encounter.
A recent, real world example is in my current campaign. The PCs were enslaved gladiators for a few months. They had to fight in the arena every week. We're talking about 6 PCs fighting every week, over the course of about 12 weeks, and usually not fighting as a group. That's a TON of matches! If I played all of those out, it would have been VERY hack and slashy, and gm and players a like would have gotten bored. I think we actually only played out 5 matches, with every one of them having a key impact on the story. Each one revealed turns in the plot, and advanced the story. The rest were boxed text, and only impacted the game b/c of the PCs' growing fame, and the attention they would get as celebrities out in public.
I don't need dungeons with extensive maps where every room is detailed. I just need a good dungeon concept, a history/reason for being there, and a couple good ideas for encounters within. Having said that, Ruins of Hyboria sounds like a good supplement for me. I don't currently have it, but it is pretty high on my wish list.