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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="Gold Roger" data-source="post: 2955506" data-attributes="member: 33904"><p>Interesting thread.</p><p></p><p>I think there are two kinds of "dungeons".</p><p></p><p>One are short dungeons that are done in one or two sessions, are visited with a specific goal in mind or as short diversive sidetracks. For these it doesn't really matter how linear they are, because they will be completely explored in that short time anyway.</p><p></p><p>The other are the classical mega dungeons. Such dungeons are either part of the campaign in one big dungeon crawl or visited frequently over the curse of one campaign for various reason, each time discovering more.</p><p></p><p>I think it's that second kind of dungeon that Melans analysis aplies to. Of course from his old-schooler perspective only the second type can really call themself dungeons or even site based adventures. And to a certain degree I agree. After all you don't really explore the first kind, but rather you solve them.</p><p></p><p>Do both types have a place in a style-balanced campaign- certainly, I know I like to have both in my campaign along with city adventures, wilderness adventures and event based adventures.</p><p></p><p>I, for my part, aplaude Melans effort, because I know it helped me understand some basic design principles of mega dungeons I was lacking earlier on. And I was really in need of those, seeing how mega dungeons are where I'm weakest at but jet something I desperately want to be part of my campaigns.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2955506, member: 33904"] Interesting thread. I think there are two kinds of "dungeons". One are short dungeons that are done in one or two sessions, are visited with a specific goal in mind or as short diversive sidetracks. For these it doesn't really matter how linear they are, because they will be completely explored in that short time anyway. The other are the classical mega dungeons. Such dungeons are either part of the campaign in one big dungeon crawl or visited frequently over the curse of one campaign for various reason, each time discovering more. I think it's that second kind of dungeon that Melans analysis aplies to. Of course from his old-schooler perspective only the second type can really call themself dungeons or even site based adventures. And to a certain degree I agree. After all you don't really explore the first kind, but rather you solve them. Do both types have a place in a style-balanced campaign- certainly, I know I like to have both in my campaign along with city adventures, wilderness adventures and event based adventures. I, for my part, aplaude Melans effort, because I know it helped me understand some basic design principles of mega dungeons I was lacking earlier on. And I was really in need of those, seeing how mega dungeons are where I'm weakest at but jet something I desperately want to be part of my campaigns. [/QUOTE]
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