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Building interesting dungeon rooms
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<blockquote data-quote="Tobold" data-source="post: 7514542" data-attributes="member: 6691663"><p>A dungeon crawl which consists of a series of door-monster-treasure encounters can become pretty boring. More interesting dungeon rooms present the players with some decision to make. Now we all probably encountered rooms of the type "You enter a room with a red button on the wall. (If somebody presses the button a fireball explodes)." That is a decision, but not a very fun one. You can't find out what is the good decision without making the bad decision. So I am looking at rooms which answer the following design questions:</p><p></p><ul> <li data-xf-list-type="ul"><strong>What do the players see?</strong> (Example: A room with an exit that can't be opened by normal means. Left and right of it are altars with statues of two different gods, with censers before them. In a nearby chest there is some incense.)</li> <li data-xf-list-type="ul"><strong>How can the players find out more?</strong> (Example: A religion check, or looking through books in a library the players passed earlier, reveals that one of the gods is the god of light, the other the god of darkness.)</li> <li data-xf-list-type="ul"><strong>What is the bad decision and it's consequence?</strong> (Example: Lighting the incense in the censer of the god of darkness opens the door, but also casts a spell of darkness on the room. The players are then attacked by shadows from the room behind the door, which have advantage due to having blindsight.)</li> <li data-xf-list-type="ul"><strong>What is the good decision and it's consequences?</strong> (Example: Lighting the incense in the censer of the god of light also opens the door and releases the shadows on the players. But it also casts a spell of permanent light, which gives some disadvantage to the shadows.)</li> </ul><p>The idea is that the room doesn't have to be overly complicated, nor designed to lead players into making a mistake (no "Grimtooth's Traps"). It just should make the players stop and think for a minute, and reward them if they solve the mystery.</p><p></p><p>I would like to challenge your creativity. What interesting dungeon rooms can you think of, which you can describe using the above template?</p></blockquote><p></p>
[QUOTE="Tobold, post: 7514542, member: 6691663"] A dungeon crawl which consists of a series of door-monster-treasure encounters can become pretty boring. More interesting dungeon rooms present the players with some decision to make. Now we all probably encountered rooms of the type "You enter a room with a red button on the wall. (If somebody presses the button a fireball explodes)." That is a decision, but not a very fun one. You can't find out what is the good decision without making the bad decision. So I am looking at rooms which answer the following design questions: [LIST] [*][B]What do the players see?[/B] (Example: A room with an exit that can't be opened by normal means. Left and right of it are altars with statues of two different gods, with censers before them. In a nearby chest there is some incense.) [*][B]How can the players find out more?[/B] (Example: A religion check, or looking through books in a library the players passed earlier, reveals that one of the gods is the god of light, the other the god of darkness.) [*][B]What is the bad decision and it's consequence?[/B] (Example: Lighting the incense in the censer of the god of darkness opens the door, but also casts a spell of darkness on the room. The players are then attacked by shadows from the room behind the door, which have advantage due to having blindsight.) [*][B]What is the good decision and it's consequences?[/B] (Example: Lighting the incense in the censer of the god of light also opens the door and releases the shadows on the players. But it also casts a spell of permanent light, which gives some disadvantage to the shadows.) [/LIST] The idea is that the room doesn't have to be overly complicated, nor designed to lead players into making a mistake (no "Grimtooth's Traps"). It just should make the players stop and think for a minute, and reward them if they solve the mystery. I would like to challenge your creativity. What interesting dungeon rooms can you think of, which you can describe using the above template? [/QUOTE]
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