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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Are "Pretty" Dungeons Better?
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="Mark CMG" data-source="post: 5680678" data-attributes="member: 10479"><p>As much as I hate to generalize about types of gamers (and gaming styles), allow me to do just that even though I will specify that these types of gamers (and styles) can become one another over time, sometimes can even become one another from one session to the next, so heed that advice while thinking over the following . . .</p><p></p><p>In my experience dungeons that make sense are easier for logic-minded players to handle and overcome. I also know that in such situations a little bit of surprise goes a long way. Non-logic-minded players seem to be more surprised by even things I tend to think logical, but also seem to need more depth in the encounters individually. But dungeons that make sense are not always a matter of architecture.</p><p></p><p>To give some quick examples to the point, I was recently revisisting Eric Noah's RPG pages and saw some maps that will help illustrate what I am posting. Eric Noah, for some newer EN Worlders who might not realize, ran a site that was the progenitor for this website, hence the E. N. in EN World (and the E. N. in ENnies, which I am proud to say I first suggested). Since the Mid-Nineties he has kept a journal of his campaigns online <a href="http://sites.google.com/site/ericandkaranoah/Home/erics-rpg-page" target="_blank">here</a> including maps that people can grab and use for their own campaigns if they like. Hopefully, he will not mind my using his efforts for my examples to follow.</p><p></p><p>Notice, for instance, the dungeon maps for the Multilevel Tomb. Most of the twelve levels utilize but a single map -</p><p></p><p><a href="http://tinyurl.com/mostlevels" target="_blank">Most Levels of the Tomb (Click through to see the map)</a></p><p></p><p>These levels don't vary in architecture at all though adventurers might find very different inhabitants within the various chambers on each level, many that might or might not make sense. However one level, though originally the same, has been added to by "The Wolf Tribe" who has carved out grottos to suit their purpose - </p><p></p><p><a href="http://tinyurl.com/levelsix" target="_blank">Level Six (Click through to see the map)</a></p><p></p><p>Adventurers that first discover these changes when exploring the levels one by one will definitely feel a thrill at the differences but that's as much because of the otherwise sameness of the whole.</p><p></p><p>Alternately, though for similar reasons, the Caves of The Red Tooth Tribe seem chaotic in comparison. However, if one were to see the write up for the following map, I'd imagine that it is divided into sections where different activities and purposes are at hand and adventurers would discover a rhyme and reason to the hodgepodge of tunnels and chambers. There would be chambers to raise the young, sleeping chambes, an armory and weapon storage, training areas, places to prepare and cook food, etc. When the adventurers begin to see the places and patterns, it will all make good sense.</p><p></p><p><a href="http://tinyurl.com/redtoothtribe" target="_blank">Red Tooth Tribe Caves (Click through to see the map)</a></p><p></p><p>So, while the architectual design can make sense, as in the first maps, their usage at the time when adventurers explore tham can be quite chaotic, and the reverse can also be true of rambling dungeons where the inhabitants are primarily all working toward a single purpose. I see a lot of the same adventure design in Eric as I have had myself over the years. I tend to err toward the end of making things "Pretty of Purpose," when appropriate, but to honor the history of a location with appropriate architecture as necessitated by the earliest inhabitants, if they were so skilled.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5680678, member: 10479"] As much as I hate to generalize about types of gamers (and gaming styles), allow me to do just that even though I will specify that these types of gamers (and styles) can become one another over time, sometimes can even become one another from one session to the next, so heed that advice while thinking over the following . . . In my experience dungeons that make sense are easier for logic-minded players to handle and overcome. I also know that in such situations a little bit of surprise goes a long way. Non-logic-minded players seem to be more surprised by even things I tend to think logical, but also seem to need more depth in the encounters individually. But dungeons that make sense are not always a matter of architecture. To give some quick examples to the point, I was recently revisisting Eric Noah's RPG pages and saw some maps that will help illustrate what I am posting. Eric Noah, for some newer EN Worlders who might not realize, ran a site that was the progenitor for this website, hence the E. N. in EN World (and the E. N. in ENnies, which I am proud to say I first suggested). Since the Mid-Nineties he has kept a journal of his campaigns online [url=http://sites.google.com/site/ericandkaranoah/Home/erics-rpg-page]here[/url] including maps that people can grab and use for their own campaigns if they like. Hopefully, he will not mind my using his efforts for my examples to follow. Notice, for instance, the dungeon maps for the Multilevel Tomb. Most of the twelve levels utilize but a single map - [url=http://tinyurl.com/mostlevels]Most Levels of the Tomb (Click through to see the map)[/url] These levels don't vary in architecture at all though adventurers might find very different inhabitants within the various chambers on each level, many that might or might not make sense. However one level, though originally the same, has been added to by "The Wolf Tribe" who has carved out grottos to suit their purpose - [url=http://tinyurl.com/levelsix]Level Six (Click through to see the map)[/url] Adventurers that first discover these changes when exploring the levels one by one will definitely feel a thrill at the differences but that's as much because of the otherwise sameness of the whole. Alternately, though for similar reasons, the Caves of The Red Tooth Tribe seem chaotic in comparison. However, if one were to see the write up for the following map, I'd imagine that it is divided into sections where different activities and purposes are at hand and adventurers would discover a rhyme and reason to the hodgepodge of tunnels and chambers. There would be chambers to raise the young, sleeping chambes, an armory and weapon storage, training areas, places to prepare and cook food, etc. When the adventurers begin to see the places and patterns, it will all make good sense. [url=http://tinyurl.com/redtoothtribe]Red Tooth Tribe Caves (Click through to see the map)[/url] So, while the architectual design can make sense, as in the first maps, their usage at the time when adventurers explore tham can be quite chaotic, and the reverse can also be true of rambling dungeons where the inhabitants are primarily all working toward a single purpose. I see a lot of the same adventure design in Eric as I have had myself over the years. I tend to err toward the end of making things "Pretty of Purpose," when appropriate, but to honor the history of a location with appropriate architecture as necessitated by the earliest inhabitants, if they were so skilled. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Are "Pretty" Dungeons Better?
Top