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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="Janx" data-source="post: 6221189" data-attributes="member: 8835"><p>This is indeed a good thread, and a ton of work went into setting it up by [MENTION=1713]Melan[/MENTION]</p><p></p><p>I had actually been thinking of talking about dungeon design with regards to Diablo 3 (which I been playing on 360 lately), and here we are with this incredible opus to the topic.</p><p></p><p>having re-skimmed the first page, I'm thinking the dichotomy of linear vs. non-linear or extensive forking design really ties into what the group intends to do in the dungeon.</p><p></p><p>As I mentioned, I'm playing Diablo 3, and one of the annoying things is the enormous huge dungeons that I obey the Rule of Right in order to clear out the dungeon. it takes FOREVER to complete on some levels, isn't perfect, so I have to go back to some sections that had circlular paths, etc.</p><p></p><p>As I hate rat-killing/level grinding, my completionist and security concious nature is making me thoroughly clear out this level.</p><p></p><p>Which in turn is making me look at the place in question and thinking "who the heck would build a Barracks like this!?" because these structures were generated as a place to run around and kill monsters, not as their actual labeled use.</p><p></p><p>I imagine, that a giant Gygaxian Dungeon of Forky Complexity is great if your party intends to wander in, kill some stuff and head back out.</p><p></p><p>Once your party has a specific "story" goal, then it's a lot of wrong paths, extra stuff to achieving the goal.</p><p></p><p>Or if the party truly wants to clear out the level, it's going to get grindy.</p><p></p><p></p><p>So understanding the nature of the design is useful, for deciding if that design is beneficial or detracting from the objective of the party for that session.</p></blockquote><p></p>
[QUOTE="Janx, post: 6221189, member: 8835"] This is indeed a good thread, and a ton of work went into setting it up by [MENTION=1713]Melan[/MENTION] I had actually been thinking of talking about dungeon design with regards to Diablo 3 (which I been playing on 360 lately), and here we are with this incredible opus to the topic. having re-skimmed the first page, I'm thinking the dichotomy of linear vs. non-linear or extensive forking design really ties into what the group intends to do in the dungeon. As I mentioned, I'm playing Diablo 3, and one of the annoying things is the enormous huge dungeons that I obey the Rule of Right in order to clear out the dungeon. it takes FOREVER to complete on some levels, isn't perfect, so I have to go back to some sections that had circlular paths, etc. As I hate rat-killing/level grinding, my completionist and security concious nature is making me thoroughly clear out this level. Which in turn is making me look at the place in question and thinking "who the heck would build a Barracks like this!?" because these structures were generated as a place to run around and kill monsters, not as their actual labeled use. I imagine, that a giant Gygaxian Dungeon of Forky Complexity is great if your party intends to wander in, kill some stuff and head back out. Once your party has a specific "story" goal, then it's a lot of wrong paths, extra stuff to achieving the goal. Or if the party truly wants to clear out the level, it's going to get grindy. So understanding the nature of the design is useful, for deciding if that design is beneficial or detracting from the objective of the party for that session. [/QUOTE]
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