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General Tabletop Discussion
*TTRPGs General
Dungeon layout, map flow and old school game design
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<blockquote data-quote="Melan" data-source="post: 2951584" data-attributes="member: 1713"><p>Hello!</p><p></p><p>Thank you for the insightful comments, all. I will try to write some answers tonight, and post them tomorrow morning. Some of them have been very illuminating - and shed light on how my interpretation of dungeon play doesn't encompass all possibilities and approaches. More on this later, because coherent thoughts are arguably better than initial impressions. However, I would like to offer two preliminary remarks:</p><p></p><p>1. My article is inherently biased, as I freely admit. There is a good reason I chose the "1E-2E-OD&D" thread tag, and that is because I approach dungeon design from a viewpoint heavily influenced (although not completely dominated) by the works of early TSR, Judges Guild and other "old-school" designers. I am also an unrepentent gamist, with slight simulationist leanings.</p><p></p><p>2. Some posters have remarked that encounters "make" an adventure exciting. There is no disagreement here. Nevertheless, I wanted to mostly put these considerations aside for this thread, and examine how map structure can influence or enhance the game. This doesn't mean I don't value encounters. That is very far from the truth. I believe, though, that introducing that angle would have damaged the clarity of my message this time. In some other thread, I will gladly discuss my views on that subject as well. Just not now, too much work and too little free time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Melan, post: 2951584, member: 1713"] Hello! Thank you for the insightful comments, all. I will try to write some answers tonight, and post them tomorrow morning. Some of them have been very illuminating - and shed light on how my interpretation of dungeon play doesn't encompass all possibilities and approaches. More on this later, because coherent thoughts are arguably better than initial impressions. However, I would like to offer two preliminary remarks: 1. My article is inherently biased, as I freely admit. There is a good reason I chose the "1E-2E-OD&D" thread tag, and that is because I approach dungeon design from a viewpoint heavily influenced (although not completely dominated) by the works of early TSR, Judges Guild and other "old-school" designers. I am also an unrepentent gamist, with slight simulationist leanings. 2. Some posters have remarked that encounters "make" an adventure exciting. There is no disagreement here. Nevertheless, I wanted to mostly put these considerations aside for this thread, and examine how map structure can influence or enhance the game. This doesn't mean I don't value encounters. That is very far from the truth. I believe, though, that introducing that angle would have damaged the clarity of my message this time. In some other thread, I will gladly discuss my views on that subject as well. Just not now, too much work and too little free time. ;) [/QUOTE]
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