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<blockquote data-quote="Evaniel" data-source="post: 9547571" data-attributes="member: 7037705"><p>It's just a really good example of a well-designed vanilla fantasy dungeon.</p><p></p><ul> <li data-xf-list-type="ul">It rewards scouting the external terrain with alternative points of entry (rather than the obvious--but fraught--opening).</li> <li data-xf-list-type="ul">Multiple ways of approaching conflict including stealth, trickery, persuasion, etc. in addition to combat.</li> <li data-xf-list-type="ul">Speaking of combat, there is a good variety of terrain in the dungeon that can introduce novelty into what might be otherwise straightforward fights: differences in elevation, cover, choke points, etc.</li> <li data-xf-list-type="ul">An overall simple story that informs the composition of the dungeon without overcomplicating it. It has an element of Gygaxian naturalism that makes it so the assorted denizens make sense, but not so much that they are predictable.</li> <li data-xf-list-type="ul">There is a variety of challenge levels in it so that PCs don't get complacent. Some encounters are brutal, but they aren't gatekeeping encounters that keep the PCs from proceeding. They're largely (like the Roper) off the beaten track.</li> <li data-xf-list-type="ul">Branching paths within the dungeon. There are a variety of ways to explore and move between levels, making the choices during exploration feel meaningful.</li> </ul><p></p><p>There are probably others, but this is what occurs to me off the top of my head.</p></blockquote><p></p>
[QUOTE="Evaniel, post: 9547571, member: 7037705"] It's just a really good example of a well-designed vanilla fantasy dungeon. [LIST] [*]It rewards scouting the external terrain with alternative points of entry (rather than the obvious--but fraught--opening). [*]Multiple ways of approaching conflict including stealth, trickery, persuasion, etc. in addition to combat. [*]Speaking of combat, there is a good variety of terrain in the dungeon that can introduce novelty into what might be otherwise straightforward fights: differences in elevation, cover, choke points, etc. [*]An overall simple story that informs the composition of the dungeon without overcomplicating it. It has an element of Gygaxian naturalism that makes it so the assorted denizens make sense, but not so much that they are predictable. [*]There is a variety of challenge levels in it so that PCs don't get complacent. Some encounters are brutal, but they aren't gatekeeping encounters that keep the PCs from proceeding. They're largely (like the Roper) off the beaten track. [*]Branching paths within the dungeon. There are a variety of ways to explore and move between levels, making the choices during exploration feel meaningful. [/LIST] There are probably others, but this is what occurs to me off the top of my head. [/QUOTE]
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