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Dungeon layout, map flow and old school game design
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<blockquote data-quote="The Shaman" data-source="post: 2963518" data-attributes="member: 26473"><p>Here's another suggestion that might work on <strong>grodog</strong>'s list: the dungeon design offers meaningful clues to the intent of the builders with a practical benefit to the adventurers if they figure out what's going on.</p><p></p><p>In one wizard's dungeon, the wizard installed a series of traps to waylay anyone who slipped past his orcish guards. This raises the classic conundrum: how do the guards avoid the traps? Rather than hidden toggles, I made the design of the corridors the means of avoiding the traps: doors used by the inhabitants to move around the dungeon were always located at the ends of straight hallways, whereas doors placed immediately around a bend in a hallway were traps designed to catch the unwary.</p><p></p><p>The wizard instructed the orcs not to use the doors around the corners and to keep the hallways swept to prevent dust on the floor from giving away the traps. With this in mind, I placed additional clues beyond the architectural detail of the corridor shape: wandering orcs with brooms, a dead orc with a broom in his hand who tripped one of the traps (and which the wizard's thief henchman had not yet reset), and a couple of trapped passages with thick dust build-up due to a fat, lazy orc who could often be found asleep on a pile of straw in a forgotten storeroom.</p><p></p><p>The adventurers could therefore avoid most of the traps in the dungeon by looking closely at their map.</p><p></p><p>Someone may have mentioned this already, but dungeons that are more than stone-walled corridors and rooms, that offer tactical advantages and challenges, are more interesting to players (and more fun for GMs to design). A series of descending caverns linked by an underground river and waterfalls instead of corridors, or water-worn passages inside a glacier come to mind - these environments create new challenges and provide the players an opportunity to use their characters' spells and abilities in novel ways.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2963518, member: 26473"] Here's another suggestion that might work on [b]grodog[/b]'s list: the dungeon design offers meaningful clues to the intent of the builders with a practical benefit to the adventurers if they figure out what's going on. In one wizard's dungeon, the wizard installed a series of traps to waylay anyone who slipped past his orcish guards. This raises the classic conundrum: how do the guards avoid the traps? Rather than hidden toggles, I made the design of the corridors the means of avoiding the traps: doors used by the inhabitants to move around the dungeon were always located at the ends of straight hallways, whereas doors placed immediately around a bend in a hallway were traps designed to catch the unwary. The wizard instructed the orcs not to use the doors around the corners and to keep the hallways swept to prevent dust on the floor from giving away the traps. With this in mind, I placed additional clues beyond the architectural detail of the corridor shape: wandering orcs with brooms, a dead orc with a broom in his hand who tripped one of the traps (and which the wizard's thief henchman had not yet reset), and a couple of trapped passages with thick dust build-up due to a fat, lazy orc who could often be found asleep on a pile of straw in a forgotten storeroom. The adventurers could therefore avoid most of the traps in the dungeon by looking closely at their map. Someone may have mentioned this already, but dungeons that are more than stone-walled corridors and rooms, that offer tactical advantages and challenges, are more interesting to players (and more fun for GMs to design). A series of descending caverns linked by an underground river and waterfalls instead of corridors, or water-worn passages inside a glacier come to mind - these environments create new challenges and provide the players an opportunity to use their characters' spells and abilities in novel ways. [/QUOTE]
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