Olgar Shiverstone
Legend
Give us some examples of what you think is clever dungeon architecture, designs or features that are new, novel, or game changing.
Here's a couple examples that I think of as classic "clever" dungeon design:
- The use of a tesseract as a dungeon structure in the "Wander Hut of Baba Yaga" (repeated with variation in I5, Lost Tomb of Martek --or was it I4?)
- Multiple, interlocking and connected maze- and temple- layers in the pyramid of I3, Pharoah.
- The sprawling Castle Ravenloft (though the most novel feature here was the method of presentation -- isometric maps!)
Here's a couple examples that I think of as classic "clever" dungeon design:
- The use of a tesseract as a dungeon structure in the "Wander Hut of Baba Yaga" (repeated with variation in I5, Lost Tomb of Martek --or was it I4?)
- Multiple, interlocking and connected maze- and temple- layers in the pyramid of I3, Pharoah.
- The sprawling Castle Ravenloft (though the most novel feature here was the method of presentation -- isometric maps!)