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Designing the Perfect One-SHot Dungeon
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<blockquote data-quote="Dagger of Lath" data-source="post: 3015360" data-attributes="member: 43621"><p>1) 10th to 12th.</p><p></p><p>2) Some mix of the two. Mostly open in the centre with branches becoming more and more linear as they spread out. Strong hints as to what lies in different areas so players can make meaningful navigation choices.</p><p></p><p>3) Several points or goals from which the PCs may select. Or choose to have none of them.</p><p></p><p>4) Proportionate to the class balance traps for rogues, combat for fighters, puzzles for wizards and diplomacy for clerics. Modify to suit the personality of players involved. Include one "situation" specifically for one player or character to solve (don't stop others from solving it, just design it with one person in mind). The rest, try to design situations which require all the characters working together in some way. (The rogue disables the trap while the fighter holds off the goblin horde, etc.)</p></blockquote><p></p>
[QUOTE="Dagger of Lath, post: 3015360, member: 43621"] 1) 10th to 12th. 2) Some mix of the two. Mostly open in the centre with branches becoming more and more linear as they spread out. Strong hints as to what lies in different areas so players can make meaningful navigation choices. 3) Several points or goals from which the PCs may select. Or choose to have none of them. 4) Proportionate to the class balance traps for rogues, combat for fighters, puzzles for wizards and diplomacy for clerics. Modify to suit the personality of players involved. Include one "situation" specifically for one player or character to solve (don't stop others from solving it, just design it with one person in mind). The rest, try to design situations which require all the characters working together in some way. (The rogue disables the trap while the fighter holds off the goblin horde, etc.) [/QUOTE]
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