Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
5 room dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Delta" data-source="post: 3674938" data-attributes="member: 40269"><p>That's an interesting article. A few things spring to mind.</p><p></p><p>First, consider module B2 that has most of the monster lairs pretty small in that range, 5-7 rooms each or so (with guard/trqp entrance, main area, forgotten storeroom w/foreign critter, and boss-champions, often with secret exit at back to another zone). Also I immediately thought of module X1 with its stock 5-7 room cave systems.</p><p></p><p>Second, I've recently gotten nearly maniacal about applying the "7+/-2" rule, which says most people can conveniently juggle from 5 to 9 items at most in their short-term memory. I want no more than that many options in practically any aspect of my gaming anymore. So a short dungeon would keep every room memorable in that regard. (More at: <a href="http://deltasdnd.blogspot.com/2007/04/magic-number-seven.html" target="_blank">http://deltasdnd.blogspot.com/2007/04/magic-number-seven.html</a> ).</p><p></p><p>Third, I might disagree with the author's first point that some truly dreadful opponent has to be in the initial guardian room (or else the dungeon would be pre-looted). I've recently been playing Diablo again on some breaks, and I realize the system does something really clever -- nearly every dungeon level setup starts with a nearly empty starting space, followed by a room with exactly <em>one</em> guard monster (of the type common to the level, and easily beatable). That allows the player to be a bit surprised, beat the monster, and then regroup and think about the best way to attack the next one, or strategize against the most likely follow-up challenges using the same monster type. </p><p></p><p>I'd almost prefer that, mostly hand-waving that you're simply the first hero to think of adventuring here, and specifically starting off with a <em>weak</em> entry chamber, so players can get their bearing to start with. It's absolutely not realistic in real life but I think I'm convinced it's the best way to shape the game (consider also something like module G1 where the entry guards are made sleeping off a drunk for just the same reason).</p></blockquote><p></p>
[QUOTE="Delta, post: 3674938, member: 40269"] That's an interesting article. A few things spring to mind. First, consider module B2 that has most of the monster lairs pretty small in that range, 5-7 rooms each or so (with guard/trqp entrance, main area, forgotten storeroom w/foreign critter, and boss-champions, often with secret exit at back to another zone). Also I immediately thought of module X1 with its stock 5-7 room cave systems. Second, I've recently gotten nearly maniacal about applying the "7+/-2" rule, which says most people can conveniently juggle from 5 to 9 items at most in their short-term memory. I want no more than that many options in practically any aspect of my gaming anymore. So a short dungeon would keep every room memorable in that regard. (More at: [url]http://deltasdnd.blogspot.com/2007/04/magic-number-seven.html[/url] ). Third, I might disagree with the author's first point that some truly dreadful opponent has to be in the initial guardian room (or else the dungeon would be pre-looted). I've recently been playing Diablo again on some breaks, and I realize the system does something really clever -- nearly every dungeon level setup starts with a nearly empty starting space, followed by a room with exactly [i]one[/i] guard monster (of the type common to the level, and easily beatable). That allows the player to be a bit surprised, beat the monster, and then regroup and think about the best way to attack the next one, or strategize against the most likely follow-up challenges using the same monster type. I'd almost prefer that, mostly hand-waving that you're simply the first hero to think of adventuring here, and specifically starting off with a [i]weak[/i] entry chamber, so players can get their bearing to start with. It's absolutely not realistic in real life but I think I'm convinced it's the best way to shape the game (consider also something like module G1 where the entry guards are made sleeping off a drunk for just the same reason). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
5 room dungeon
Top