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Building the Megadungeon
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<blockquote data-quote="Ariosto" data-source="post: 4877702" data-attributes="member: 80487"><p>I do not yet know much about RCFG, and my memory almost certainly serves much less than perfectly in terms of where you are otherwise coming from in dungeon design. Often enough, my offering of a point may primarily reflect a need to remind <em>myself</em> of it!</p><p></p><p>Among the temptations to which I am personally prone is to get into a rut of thinking of things first in terms of combat scenarios, or more broadly in terms of situations involving physical peril and likely to be resolved by rolling dice.</p><p></p><p>That has sent a lot on second thought into the "round file"! A lot of <em>anything</em> densely packed is probably (as a rule of thumb) not so good as more variety.</p><p></p><p>On the other hand, <em>too much</em> thought seems to me a frontier very easily crossed. If one had to settle for but one piece of advice, the one most proven in my experience would be, "Put down the pencil and pick up the dice." Design in isolation from active play tends not only to yield diminishing returns, I think, but to turn out a lot of shoddy. The acid test is not how it looks on paper!</p><p></p><p>Along the same line, keeping a foot on the other side of the screen is invaluable. I have found that Internet play seems not to suit me, but I would turn to it rather than give up being a player altogether. In the event, I find some stimulation in playing 4E -- despite the fact that in so many telling ways it drains rather than recharges my psychic batteries. Regardless, there is a value in having close at hand the experience of having "the shoe on the other foot".</p><p></p><p>I look forward to more of your sharing this process. Whatever little value my ramblings may (knock on wood) contribute is but a pittance next to all the good ideas I will take to my own profit as a DM!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4877702, member: 80487"] I do not yet know much about RCFG, and my memory almost certainly serves much less than perfectly in terms of where you are otherwise coming from in dungeon design. Often enough, my offering of a point may primarily reflect a need to remind [I]myself[/I] of it! Among the temptations to which I am personally prone is to get into a rut of thinking of things first in terms of combat scenarios, or more broadly in terms of situations involving physical peril and likely to be resolved by rolling dice. That has sent a lot on second thought into the "round file"! A lot of [I]anything[/I] densely packed is probably (as a rule of thumb) not so good as more variety. On the other hand, [i]too much[/i] thought seems to me a frontier very easily crossed. If one had to settle for but one piece of advice, the one most proven in my experience would be, "Put down the pencil and pick up the dice." Design in isolation from active play tends not only to yield diminishing returns, I think, but to turn out a lot of shoddy. The acid test is not how it looks on paper! Along the same line, keeping a foot on the other side of the screen is invaluable. I have found that Internet play seems not to suit me, but I would turn to it rather than give up being a player altogether. In the event, I find some stimulation in playing 4E -- despite the fact that in so many telling ways it drains rather than recharges my psychic batteries. Regardless, there is a value in having close at hand the experience of having "the shoe on the other foot". I look forward to more of your sharing this process. Whatever little value my ramblings may (knock on wood) contribute is but a pittance next to all the good ideas I will take to my own profit as a DM! [/QUOTE]
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