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Dungeon layout, map flow and old school game design
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<blockquote data-quote="Ourph" data-source="post: 2950928" data-attributes="member: 20239"><p>That's true, the first time you enter the dungeon. That's why I maintain that linearity is absolutely fine for plot-based adventures, because you usually don't do a lot of "double dipping" in those kind of dungeons. At most, you might pull back and rest for a bit before pressing forward, but a plot-based adventure usually means you enter the dungeon, you "solve the plot" and then you're finished with that area. With a site-based adventure you might go back numerous times to explore further, take on challenges you weren't prepared to face the first time you came across them, etc. So, yeah, the first time you enter the dungeon you might not make a lot of informed choices (although if the DM is doing a good job, the environment should be giving players clues as to what lies ahead as they move through the dungeon), but the next time you enter the dungeon the non-linearity of the area gives (can give, obviously the DM has to make the non-linearity count for something) you an advantage.</p><p></p><p></p><p>There's a problem with your analysis. Both of those dungeons are linear. A maze doesn't make the dungeon non-linear or "loopy" it just makes it confusing. There's only one way to correctly solve a maze, and a maze on Melan's analytical dungeon-grams would simply be a straight line linear dungeon.</p><p></p><p>In order for one of the lairs to be non-linear there would have to exhibit one of two design methodologies. 1 - Branching: There is no "end monster". There are multiple tough monsters all reached by individual routes (some of which may interconnect). 2 - Looping: There may be a single "end monster" but that monster's lair (and the lairs of its guards, helpers, etc.) may be approached by several different avenues (e.g. - Conan, Subatai and Valeria sneaking into the Mountain of Power through the caves in the ravine, rather than entering through the front gates).</p><p></p><p></p><p>You've just turned your linear dungeon into a non-linear one. What does that say about your analysis above? :\ </p><p></p><p></p><p>I think you're confusing the term non-linear dungeon to mean a dungeon devoid of information, which isn't the same thing. A linear dungeon and a non-linear dungeon will look exactly the same to the players the first time they encounter it (unless there's something obvious like a sign saying "this way to the Dragon's Lair" on the wall). The difference is that a non-linear dungeon makes the information gained from exploring and mapping more valuable. A linear dungeon provides no choices on how to get from point A to point D, there's only one way - so knowing the layout of the dungeon does players no good (other than the baseline of knowing which opponents might be where, but that's true of a non-linear dungeon too). Knowing the layout of a non-linear dungeon provides the players with additional meaningful choices to be made.</p><p></p><p>"If we want to get to the big diamond room we can either go through the deadly trap room or through the rust monster lair or we can go down to the second level and explore some more to try to find a way back up near point D."</p><p></p><p>In a linear dungeon, players don't have those options.</p></blockquote><p></p>
[QUOTE="Ourph, post: 2950928, member: 20239"] That's true, the first time you enter the dungeon. That's why I maintain that linearity is absolutely fine for plot-based adventures, because you usually don't do a lot of "double dipping" in those kind of dungeons. At most, you might pull back and rest for a bit before pressing forward, but a plot-based adventure usually means you enter the dungeon, you "solve the plot" and then you're finished with that area. With a site-based adventure you might go back numerous times to explore further, take on challenges you weren't prepared to face the first time you came across them, etc. So, yeah, the first time you enter the dungeon you might not make a lot of informed choices (although if the DM is doing a good job, the environment should be giving players clues as to what lies ahead as they move through the dungeon), but the next time you enter the dungeon the non-linearity of the area gives (can give, obviously the DM has to make the non-linearity count for something) you an advantage. There's a problem with your analysis. Both of those dungeons are linear. A maze doesn't make the dungeon non-linear or "loopy" it just makes it confusing. There's only one way to correctly solve a maze, and a maze on Melan's analytical dungeon-grams would simply be a straight line linear dungeon. In order for one of the lairs to be non-linear there would have to exhibit one of two design methodologies. 1 - Branching: There is no "end monster". There are multiple tough monsters all reached by individual routes (some of which may interconnect). 2 - Looping: There may be a single "end monster" but that monster's lair (and the lairs of its guards, helpers, etc.) may be approached by several different avenues (e.g. - Conan, Subatai and Valeria sneaking into the Mountain of Power through the caves in the ravine, rather than entering through the front gates). You've just turned your linear dungeon into a non-linear one. What does that say about your analysis above? :\ I think you're confusing the term non-linear dungeon to mean a dungeon devoid of information, which isn't the same thing. A linear dungeon and a non-linear dungeon will look exactly the same to the players the first time they encounter it (unless there's something obvious like a sign saying "this way to the Dragon's Lair" on the wall). The difference is that a non-linear dungeon makes the information gained from exploring and mapping more valuable. A linear dungeon provides no choices on how to get from point A to point D, there's only one way - so knowing the layout of the dungeon does players no good (other than the baseline of knowing which opponents might be where, but that's true of a non-linear dungeon too). Knowing the layout of a non-linear dungeon provides the players with additional meaningful choices to be made. "If we want to get to the big diamond room we can either go through the deadly trap room or through the rust monster lair or we can go down to the second level and explore some more to try to find a way back up near point D." In a linear dungeon, players don't have those options. [/QUOTE]
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