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Originally Posted by Korgoth I like where you're going with this.
The "5 Room Dungeon" principle works. I used it in designing my Tekumel megadungeon (the Jakalla underworld) for my EPT (1975) game. Each level is really just a collection of small, self-contained dungeons. |
Cool - I'm glad to see the modular approach has worked.
Even if the players "cleared" an area, I'm thinking there could be ways to open up new areas - for instance, their rivals from town (The Black Hats) find a secret door to one of those tombs, but only one of the Black Hats makes it back to town alive to tell the tale. Voila, new "wing" of the dungeon is ready to go, replete with atmosphere and intrigue.