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Are "Pretty" Dungeons Better?
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<blockquote data-quote="LostSoul" data-source="post: 5680707" data-attributes="member: 386"><p>I have a story from a recent (3.5) game that illustrates this point.</p><p></p><p>I botched a <em>Teleport</em> spell when we were very low on resources, ending up in an unfamiliar dungeon. We found a large iron stove, large enough for the party to fit in, and slept there. As we slept, the member on watch noticed some of the denizens of the dungeon - drow - heading to a small chamber off to the side every few hours.</p><p></p><p>We realized this was a bathroom and decided to ambush them when they were taking their breaks. Worked out well - they didn't get a chance to act before we killed them.</p><p></p><p>*</p><p></p><p>Anyway. I wouldn't say that you should build dungeons for verisimilitude. I think what you should do is figure out what kinds of choices the game is about, and make dungeons that offer those kinds of choices. That often means making "pretty" dungeons, for reasons other people have shown in this thread.</p><p></p><p>I think that when you design a dungeon, you shouldn't ask yourself "Is this dungeon pretty enough?", but instead "Does this dungeon give the players enough choices (of the kind they want to make)?"</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5680707, member: 386"] I have a story from a recent (3.5) game that illustrates this point. I botched a [i]Teleport[/i] spell when we were very low on resources, ending up in an unfamiliar dungeon. We found a large iron stove, large enough for the party to fit in, and slept there. As we slept, the member on watch noticed some of the denizens of the dungeon - drow - heading to a small chamber off to the side every few hours. We realized this was a bathroom and decided to ambush them when they were taking their breaks. Worked out well - they didn't get a chance to act before we killed them. * Anyway. I wouldn't say that you should build dungeons for verisimilitude. I think what you should do is figure out what kinds of choices the game is about, and make dungeons that offer those kinds of choices. That often means making "pretty" dungeons, for reasons other people have shown in this thread. I think that when you design a dungeon, you shouldn't ask yourself "Is this dungeon pretty enough?", but instead "Does this dungeon give the players enough choices (of the kind they want to make)?" [/QUOTE]
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