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When creating your "dungeon" do you really make it a "maze"?
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<blockquote data-quote="Shemeska" data-source="post: 1393536" data-attributes="member: 11697"><p>What Piratecat said, they're a pain in the butt. I rarely have such layout's for "dungeons" in any game I run, they don't make much sense unless it actually is intended to be a labyrinth from the start. If it's a fortress or similar place, they'd be pretty modular in layout or else the owner's own people would get lost too. I'm big on having anything like that have a logical ecology going on inside.</p><p></p><p>There are no 'you walk into the next room, there is a starving giant in here. He growls at you and lifts his club' to which the players might say, 'But dude, like the last room had all the kobold babies in there, why didn't he eat them? And how is he in here when he can't fit in any of the doors? This is lamer than 'the 1d4 demogorgons we had to fight last week in that random forest encounter'</p><p></p><p>I don't do random monsters in randomly generated rooms. Everything is mapped and planned out in excrutiating detail. A maze doesn't make sense to me on a few levels and I'd shy away from using them because unless you fully draw it out you're left making random monster rolls. And I dare say I don't like giving up that level of control. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The only time I've ever had a 'maze' was when it was literally one the Mazes of The Lady of Pain in my Planescape campaign that the PC's had been forced to enter from its exterior in the Deep Ethereal in order to find information from one of the maze's original occupants. And even then I didn't fully map out everything, but rather had then perform some intuit direction rolls and based on that describe the terrain, any progress they made in reaching a specific area of the maze they could see rising off in the distance.</p><p></p><p>[The maze took the form of a portion of Sigil ripped away and spun off on itself, replicated over and over, the streets seemed to lead back to each other upon 'wrong turns', and a black void of a sky overhead where there would normally have been the other side of the ring of the City of Doors.]</p></blockquote><p></p>
[QUOTE="Shemeska, post: 1393536, member: 11697"] What Piratecat said, they're a pain in the butt. I rarely have such layout's for "dungeons" in any game I run, they don't make much sense unless it actually is intended to be a labyrinth from the start. If it's a fortress or similar place, they'd be pretty modular in layout or else the owner's own people would get lost too. I'm big on having anything like that have a logical ecology going on inside. There are no 'you walk into the next room, there is a starving giant in here. He growls at you and lifts his club' to which the players might say, 'But dude, like the last room had all the kobold babies in there, why didn't he eat them? And how is he in here when he can't fit in any of the doors? This is lamer than 'the 1d4 demogorgons we had to fight last week in that random forest encounter' I don't do random monsters in randomly generated rooms. Everything is mapped and planned out in excrutiating detail. A maze doesn't make sense to me on a few levels and I'd shy away from using them because unless you fully draw it out you're left making random monster rolls. And I dare say I don't like giving up that level of control. ;) The only time I've ever had a 'maze' was when it was literally one the Mazes of The Lady of Pain in my Planescape campaign that the PC's had been forced to enter from its exterior in the Deep Ethereal in order to find information from one of the maze's original occupants. And even then I didn't fully map out everything, but rather had then perform some intuit direction rolls and based on that describe the terrain, any progress they made in reaching a specific area of the maze they could see rising off in the distance. [The maze took the form of a portion of Sigil ripped away and spun off on itself, replicated over and over, the streets seemed to lead back to each other upon 'wrong turns', and a black void of a sky overhead where there would normally have been the other side of the ring of the City of Doors.] [/QUOTE]
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When creating your "dungeon" do you really make it a "maze"?
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