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Dungeon 112: Castle Maure comments?
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<blockquote data-quote="Monte At Home" data-source="post: 1612057" data-attributes="member: 1335"><p>I liked it too. While the whole thing doesn't fit my campaign, I'd happily steal some of the encounters and whatnot here and there, except of course for the fact that Erik Mona's a player in my game.</p><p></p><p>And as for the strangely shaped passages and rooms, I know what you mean. Personally, I love them, but that kind of dungeon design a number of us refer to--with all due sincere respect--as "Gygaxian." They're easy enough to deal with if you use a battlemat or dwarven forge. But to verbally describe, they can indeed slow the game down. While they're not terribly realistic, they are a part of the "D&D feel" for me. They make a dungeon map into almost its own kind of art form rather than just some squares on a piece of graph paper (for an example of this, look at the lowest level of the original Temple of Elemental Evil--it has a wonderful sense of style).</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 1612057, member: 1335"] I liked it too. While the whole thing doesn't fit my campaign, I'd happily steal some of the encounters and whatnot here and there, except of course for the fact that Erik Mona's a player in my game. And as for the strangely shaped passages and rooms, I know what you mean. Personally, I love them, but that kind of dungeon design a number of us refer to--with all due sincere respect--as "Gygaxian." They're easy enough to deal with if you use a battlemat or dwarven forge. But to verbally describe, they can indeed slow the game down. While they're not terribly realistic, they are a part of the "D&D feel" for me. They make a dungeon map into almost its own kind of art form rather than just some squares on a piece of graph paper (for an example of this, look at the lowest level of the original Temple of Elemental Evil--it has a wonderful sense of style). [/QUOTE]
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