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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: 2955802" data-attributes="member: 22779"><p>I dunno, I use search for all sorts of things - finding traps, maps, non-coin kinds of stuff.</p><p></p><p>If a module contains three times the wealth that is appropriate for the level, but assumes that the party will only find a third of it, I would say that that's a poor design. Those additional rooms are either filler for parties that don't enjoy going over everything with a fine tooth comb or they pretty much consign a game to the halls of Monty if the party does.</p><p></p><p>I would say that adventures that take a big dump in the middle of my campaign are poorly designed regardless of the maps that generated them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 2955802, member: 22779"] I dunno, I use search for all sorts of things - finding traps, maps, non-coin kinds of stuff. If a module contains three times the wealth that is appropriate for the level, but assumes that the party will only find a third of it, I would say that that's a poor design. Those additional rooms are either filler for parties that don't enjoy going over everything with a fine tooth comb or they pretty much consign a game to the halls of Monty if the party does. I would say that adventures that take a big dump in the middle of my campaign are poorly designed regardless of the maps that generated them. :) [/QUOTE]
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