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<blockquote data-quote="Imaculata" data-source="post: 8728086" data-attributes="member: 6801286"><p>I like building my dungeons around a central theme, and focus a lot on offering interesting means of navigation.</p><p></p><p>Imagine for example a passage that is out of reach, and would require a climb. Do the players take the easy path, or do they put the extra effort in, and make that climb to take an alternate path? And what consequences will this have for their exploration? Is there hidden treasure up there? Or a shortcut perhaps?</p><p></p><p>Maybe a treacherous swim through a submerged passage actually allows the players to avoid a deadly trap, or avoid an encounter with a powerful foe?</p><p></p><p>I also ask myself: If there is a door to the left, and a door to the right, what makes them different? I believe you should give your players something to base their decission on. Is one door perhaps ajar, while the other is locked? Does one lead into darkness and the other towards light? Or perhaps a nasty smell eminates from one of the doors, or they hear an ominous sound?</p><p></p><p>Most importantly, I remove rooms that are a waste of time and focus on meaningful content. If your dungeon contains an empty room, considering filling it with something interesting, or removing it entirely. That boring dead end does not need to be there, and may even speed up gameplay when it's gone.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8728086, member: 6801286"] I like building my dungeons around a central theme, and focus a lot on offering interesting means of navigation. Imagine for example a passage that is out of reach, and would require a climb. Do the players take the easy path, or do they put the extra effort in, and make that climb to take an alternate path? And what consequences will this have for their exploration? Is there hidden treasure up there? Or a shortcut perhaps? Maybe a treacherous swim through a submerged passage actually allows the players to avoid a deadly trap, or avoid an encounter with a powerful foe? I also ask myself: If there is a door to the left, and a door to the right, what makes them different? I believe you should give your players something to base their decission on. Is one door perhaps ajar, while the other is locked? Does one lead into darkness and the other towards light? Or perhaps a nasty smell eminates from one of the doors, or they hear an ominous sound? Most importantly, I remove rooms that are a waste of time and focus on meaningful content. If your dungeon contains an empty room, considering filling it with something interesting, or removing it entirely. That boring dead end does not need to be there, and may even speed up gameplay when it's gone. [/QUOTE]
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