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Are "Pretty" Dungeons Better?
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<blockquote data-quote="Dausuul" data-source="post: 5681222" data-attributes="member: 58197"><p>IMO, a dungeon should stand up to basic tire kicks by the players. That means it must be able to fulfill whatever function it was designed for. If the dungeon is a ruined castle, there should be a kitchen someplace--or a heap of rubble where a kitchen used to be. If the players concoct a plan based around "Okay, this was a castle, there must have been a kitchen, so let's find it and do X," they are entitled to find either a kitchen or a good reason why there isn't one.</p><p></p><p>That said, you don't need to go deeper than the players are likely to dig, and it's okay to say, "Look, guys, I appreciate your devotion to detail, but maybe you shouldn't rely too heavily on your calculation that the arch I described holding up the ceiling is architecturally unsound and therefore a powerful wizard was secretly involved in building this place. It's just a 15th-level arch with the Defy Nitpicky Engineers feat, okay? Hey, look, a monster!"</p><p></p><p>Much also depends on how much you <em>want</em> the players paying attention to dungeon detail, and how much they enjoy doing so. If you reward them for noticing the little things, they will look for little things. If they like looking for little things, and you like putting them in, great! If not, perhaps you should start glossing over some of this stuff.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5681222, member: 58197"] IMO, a dungeon should stand up to basic tire kicks by the players. That means it must be able to fulfill whatever function it was designed for. If the dungeon is a ruined castle, there should be a kitchen someplace--or a heap of rubble where a kitchen used to be. If the players concoct a plan based around "Okay, this was a castle, there must have been a kitchen, so let's find it and do X," they are entitled to find either a kitchen or a good reason why there isn't one. That said, you don't need to go deeper than the players are likely to dig, and it's okay to say, "Look, guys, I appreciate your devotion to detail, but maybe you shouldn't rely too heavily on your calculation that the arch I described holding up the ceiling is architecturally unsound and therefore a powerful wizard was secretly involved in building this place. It's just a 15th-level arch with the Defy Nitpicky Engineers feat, okay? Hey, look, a monster!" Much also depends on how much you [i]want[/i] the players paying attention to dungeon detail, and how much they enjoy doing so. If you reward them for noticing the little things, they will look for little things. If they like looking for little things, and you like putting them in, great! If not, perhaps you should start glossing over some of this stuff. [/QUOTE]
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