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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="Hussar" data-source="post: 2955427" data-attributes="member: 22779"><p>Of course, the danger here is leaving a trail of breadcrumbs. If you start giving out hints, legends, whatnot about the adventure, we're right back to the idea that every secret room should be found. If the choice is weighted, then the dungeon becomes more or less linear again. If I KNOW that there is a secred door in the back of the mountain, then I'm certainly not going to waltz right into the front gate. If that's true, then the existence of the front gate really doesn't matter.</p><p></p><p>As far as secret doors goes, well, we run into the idea that adventures should be loaded up with two or three times as much treasure because the PC's will only find half of it. Unfortunately, that assumption shouldn't be made by game designers. If I assume that the party will only find half the treasure and your adventuring party finds 90% of it, then my module has just taken a nice big doo doo in the middle of your campaign. </p><p></p><p>So many people have commented about having to strip much of the treasure out of those old modules because they were so overloaded. I don't think that they are complaining for nothing.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2955427, member: 22779"] Of course, the danger here is leaving a trail of breadcrumbs. If you start giving out hints, legends, whatnot about the adventure, we're right back to the idea that every secret room should be found. If the choice is weighted, then the dungeon becomes more or less linear again. If I KNOW that there is a secred door in the back of the mountain, then I'm certainly not going to waltz right into the front gate. If that's true, then the existence of the front gate really doesn't matter. As far as secret doors goes, well, we run into the idea that adventures should be loaded up with two or three times as much treasure because the PC's will only find half of it. Unfortunately, that assumption shouldn't be made by game designers. If I assume that the party will only find half the treasure and your adventuring party finds 90% of it, then my module has just taken a nice big doo doo in the middle of your campaign. So many people have commented about having to strip much of the treasure out of those old modules because they were so overloaded. I don't think that they are complaining for nothing. [/QUOTE]
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