IC dungeons can be very fun with the right group. If people take their time and stop to RP throughout, it's especially fun (just make sure everyone's on board with it.)
Depending on the dungeon, it's not too far away from the lore of things to revisit them. Here are the three I know about, and their contexts, in case examples would help:
My character partnered with another character to offer a "Haunted Tour" of Haukke Manor. We meant to run this as a series, but OoC stuff got in the way. Anyway, officially speaking, the manor was quarantined off by the Twin Adders, but then my character broke in anyway and the group followed to fetch her, and found themselves locked in. As they searched the mansion for a way out, they ruefully discovered that aggressive spirits still lingered there. Ruh-roh, Raggy!
Then I went into Tam-Tara with another group, because someone in the group wanted to ICly overcome her fears. They explored it as normal and encountered the same cult still occupying its depths, and character development ensued. Those wacky cultists are like cockroaches, I tell you! 8D
I didn't go on the third one, but I heard about it. Another of my FC mates ran the premise -- that they went into the Copper bell Mines to rescue his treasure-hunting lady friend NPC. And, of course, the giants were still there, so she did need saving.
Funnily enough, these ideas were out and about before Haukke and Copperbell HM, even though they share the same basic premise.Â
TL;DR - With the right group, a flexible concept or reason for entering the dungeon is fine.
For a really agreeable RP-centric group, I find it's best to just not care about the timer and OoC speedrun back to the point you left off at if it happens to run out and kick you. But I think the suggestion above could also work, depending on your preference. ^^
Depending on the dungeon, it's not too far away from the lore of things to revisit them. Here are the three I know about, and their contexts, in case examples would help:
My character partnered with another character to offer a "Haunted Tour" of Haukke Manor. We meant to run this as a series, but OoC stuff got in the way. Anyway, officially speaking, the manor was quarantined off by the Twin Adders, but then my character broke in anyway and the group followed to fetch her, and found themselves locked in. As they searched the mansion for a way out, they ruefully discovered that aggressive spirits still lingered there. Ruh-roh, Raggy!
Then I went into Tam-Tara with another group, because someone in the group wanted to ICly overcome her fears. They explored it as normal and encountered the same cult still occupying its depths, and character development ensued. Those wacky cultists are like cockroaches, I tell you! 8D
I didn't go on the third one, but I heard about it. Another of my FC mates ran the premise -- that they went into the Copper bell Mines to rescue his treasure-hunting lady friend NPC. And, of course, the giants were still there, so she did need saving.
Funnily enough, these ideas were out and about before Haukke and Copperbell HM, even though they share the same basic premise.Â
TL;DR - With the right group, a flexible concept or reason for entering the dungeon is fine.
For a really agreeable RP-centric group, I find it's best to just not care about the timer and OoC speedrun back to the point you left off at if it happens to run out and kick you. But I think the suggestion above could also work, depending on your preference. ^^