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General Tabletop Discussion
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Dungeon layout, map flow and old school game design
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<blockquote data-quote="Quasqueton" data-source="post: 2953308" data-attributes="member: 3854"><p>Nice work Melan, but you sprinkled too much personal opinion in there for its own good. It's asking for argument rather than discussion.</p><p></p><p>Linear dungeons are not inherently better or worse than "all over the place" dungeons. As you note, there are examples of well-loved classic dungeons using all the various mapping styles. (People often overlook the vast diversity of classic adventure modules.)</p><p></p><p>Linear style is better for "mission" adventures, and "all over the place" style is better for "exploration" adventures. A party can have both kinds (and others) during a full campaign. If every dungeon was linear, or if every dungeon was "all over the place", it would get pretty boring to me.</p><p></p><p>What I dislike about linear dungeons is when there is no way for the inhabitants to get around -- like how do the rear creatures get past the front creatures? (This is what I hate about <em>White Plume Mountain</em>.) What I dislike about "all over the place" dungeons is lots of anticlimatic deadends or mazes. (This is what I hate about <em>In Search of the Unknown</em>.) Both styles can have their flaws, just as both styles have their benefits.</p><p></p><p>The adventure I'm running for my D&D group right now is a linear dungeon leading to a "all over the place" dungeon. It is a pyramid (entrance at the top) that leads them down through a series of encounters in a linear style, and then opens up to a prison where they have plenty of choices for direction -- some routes loop back around, but some are deadend branches</p><p></p><p>Quasqueton.</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2953308, member: 3854"] Nice work Melan, but you sprinkled too much personal opinion in there for its own good. It's asking for argument rather than discussion. Linear dungeons are not inherently better or worse than "all over the place" dungeons. As you note, there are examples of well-loved classic dungeons using all the various mapping styles. (People often overlook the vast diversity of classic adventure modules.) Linear style is better for "mission" adventures, and "all over the place" style is better for "exploration" adventures. A party can have both kinds (and others) during a full campaign. If every dungeon was linear, or if every dungeon was "all over the place", it would get pretty boring to me. What I dislike about linear dungeons is when there is no way for the inhabitants to get around -- like how do the rear creatures get past the front creatures? (This is what I hate about [i]White Plume Mountain[/i].) What I dislike about "all over the place" dungeons is lots of anticlimatic deadends or mazes. (This is what I hate about [i]In Search of the Unknown[/i].) Both styles can have their flaws, just as both styles have their benefits. The adventure I'm running for my D&D group right now is a linear dungeon leading to a "all over the place" dungeon. It is a pyramid (entrance at the top) that leads them down through a series of encounters in a linear style, and then opens up to a prison where they have plenty of choices for direction -- some routes loop back around, but some are deadend branches Quasqueton. [/QUOTE]
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