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How do YOU design a dungeon?
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<blockquote data-quote="dd.stevenson" data-source="post: 6217799" data-attributes="member: 6683099"><p>A lot depends on what style of game I'm prepping for. The things that remain constant are:</p><p></p><p>1) Begin with the premise--the things that are set in stone. In IT you'd call these requirements.</p><p>2) Write down all the cool things I've already thought of.</p><p>3) Check my work against a gamestyle-specific checklist. For example, if this gamestyle require a boss, then I make sure there's a boss up in that. If I'm playing a style that requires a believable ecology, then I write down a little about how the monsters relate to each other. If I'm playing a highly fluid sandboxy style of game, then I make sure I have motivations and MO's for the denizens. etc, etc.</p><p>4) Populate a map, or draw up my own: whichever's easier, really. Since I usually play on roll20 these days, it's often easier just to draw a map within the program and then move the lines onto the fog of war layer to take advantage of the automatic display features of this software.</p><p>5) Since I personally dislike perception checks in my games, I make sure to get down the details I need to handle exploration of each and every room. These notes are usually long on spacial relationships (eg, the gold crown is under the bed) and short on flowery details.</p></blockquote><p></p>
[QUOTE="dd.stevenson, post: 6217799, member: 6683099"] A lot depends on what style of game I'm prepping for. The things that remain constant are: 1) Begin with the premise--the things that are set in stone. In IT you'd call these requirements. 2) Write down all the cool things I've already thought of. 3) Check my work against a gamestyle-specific checklist. For example, if this gamestyle require a boss, then I make sure there's a boss up in that. If I'm playing a style that requires a believable ecology, then I write down a little about how the monsters relate to each other. If I'm playing a highly fluid sandboxy style of game, then I make sure I have motivations and MO's for the denizens. etc, etc. 4) Populate a map, or draw up my own: whichever's easier, really. Since I usually play on roll20 these days, it's often easier just to draw a map within the program and then move the lines onto the fog of war layer to take advantage of the automatic display features of this software. 5) Since I personally dislike perception checks in my games, I make sure to get down the details I need to handle exploration of each and every room. These notes are usually long on spacial relationships (eg, the gold crown is under the bed) and short on flowery details. [/QUOTE]
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How do YOU design a dungeon?
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