| Nice. I like the analysis, but in my case, I'd add a caveat - I don't always want my dungeons to be of the large non-linear sort. Oftentimes, that doesn't make a whole lot of sense for the background of the adventure. I tend to add my non-linearity outside of undeground complexes and then build the "dungeon" according to the needs of the denizens, and if non-linearity results from those needs then great. So I wouldn't say that linear design makes a dungeon inherently bad, but rather I'd say that nothing but linear design makes a campaign less than it could be.
I'm not generally a person who is really into big dungeons, although I try to include one or two in every campaign. And when I work on the next ones, I'm going to keep your analysis in mind - especially the insights regarding hidden sub-levels and undiscovered sections being rewards for careful and insightful players.
__________________ "I hurt Firewing." is not something a huge number of people can say. "He dropped a parking garage on me," on the other hand, a lot of people can say. -Kazan, my Champions GM. |