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Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
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<blockquote data-quote="Jhaelen" data-source="post: 7394360" data-attributes="member: 46713"><p>I agree that there are players who don't mind being railroaded. A few may even prefer it. It's a great way to play if you're in the mood for a beer & pretzl game and you don't want to exercise your brain. Over a hundred million people enjoy playing "Candy Crush", surely they can't all be wrong. However, why bother playing an RPG if you could just as well play "Candy Crush"?</p><p></p><p>I recall an interesting ENWorld article about the different kinds of 'fun'. A quick search turns up an article by <a href="http://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/" target="_blank">AngryGM</a> about the same topic.</p><p></p><p>Let's examine these kinds of fun:</p><p>#1 Sensory Pleasure: can be had whether it's a linear dungeon or not.</p><p>#2 Fantasy: unaffected by a railroad, unless it's overdone and too heavy-handed; then it might break the illusion.</p><p>#3 Narrative: unless a players wants to tell her own story, a railroad may be even better suited for this.</p><p>#4 Challenge: a gauntlet-style dungeon may appeal to a player looking mostly for a challenge, but there are other kinds of challenges that require a more sophisticated dungeon design; e.g. personally I enjoy trying to achieve my goals as efficiently as possible, and that means looking for and exploiting shortcuts.</p><p>#5 Fellowship: probably the second-most important kind of fun for a 'beer & pretzl' player; matters of dungeon layout are clearly irrelevant for this.</p><p>#6 Discovery: this is probably the kind of fun that is completely negated by railroady adventure design.</p><p>#7 Expression: may be negatively affected by railroading (similar to #2, depending on how restrictive the DM is).</p><p>#8 Submission: the kind of fun railroad-fans are mostly looking for. Non-linear dungeons would actually be bad for this kind of fun!</p><p></p><p>So, apparently railroading isn't in such a bad place after all:</p><p>There's almost exactly as many kinds of fun served well by rail-roading than by non-linear dungeon (or adventure) design!</p><p>Well, humans have been using hand axes for over a million years. I wonder why anyone ever felt they needed to improve on the initial design? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Looking at the different kinds of fun has helped me to realize why I enjoy roleplaying games so much: Ideally they provide me with almost all the different kinds of fun. The one kind of fun I personally don't look for in an RPG is #8. For that I prefer 'Candy Crush' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7394360, member: 46713"] I agree that there are players who don't mind being railroaded. A few may even prefer it. It's a great way to play if you're in the mood for a beer & pretzl game and you don't want to exercise your brain. Over a hundred million people enjoy playing "Candy Crush", surely they can't all be wrong. However, why bother playing an RPG if you could just as well play "Candy Crush"? I recall an interesting ENWorld article about the different kinds of 'fun'. A quick search turns up an article by [url=http://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/]AngryGM[/url] about the same topic. Let's examine these kinds of fun: #1 Sensory Pleasure: can be had whether it's a linear dungeon or not. #2 Fantasy: unaffected by a railroad, unless it's overdone and too heavy-handed; then it might break the illusion. #3 Narrative: unless a players wants to tell her own story, a railroad may be even better suited for this. #4 Challenge: a gauntlet-style dungeon may appeal to a player looking mostly for a challenge, but there are other kinds of challenges that require a more sophisticated dungeon design; e.g. personally I enjoy trying to achieve my goals as efficiently as possible, and that means looking for and exploiting shortcuts. #5 Fellowship: probably the second-most important kind of fun for a 'beer & pretzl' player; matters of dungeon layout are clearly irrelevant for this. #6 Discovery: this is probably the kind of fun that is completely negated by railroady adventure design. #7 Expression: may be negatively affected by railroading (similar to #2, depending on how restrictive the DM is). #8 Submission: the kind of fun railroad-fans are mostly looking for. Non-linear dungeons would actually be bad for this kind of fun! So, apparently railroading isn't in such a bad place after all: There's almost exactly as many kinds of fun served well by rail-roading than by non-linear dungeon (or adventure) design! Well, humans have been using hand axes for over a million years. I wonder why anyone ever felt they needed to improve on the initial design? ;) Looking at the different kinds of fun has helped me to realize why I enjoy roleplaying games so much: Ideally they provide me with almost all the different kinds of fun. The one kind of fun I personally don't look for in an RPG is #8. For that I prefer 'Candy Crush' ;) [/QUOTE]
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Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
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