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General Tabletop Discussion
*TTRPGs General
Dungeon: The art of a good location
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<blockquote data-quote="Argyle King" data-source="post: 6070386" data-attributes="member: 58416"><p>I think a good dungeon is one in which progress through it isn't a strictly linear thing, and there's isn't one right answer for how to get from point A to point B.</p><p></p><p>I also think that a good dungeon is one which isn't static. The pieces move. </p><p></p><p>...and, as mentioned above... versimilitude. Yes, by its very nature fantasy -as well as many dungeons- are unrealistic. However, that doesn't mean there still cannot be a sense of life, realism, and consistency given to the location. This somewhat ties into my comment about a dungeon being static. I can remember quite a few dungeons in which there were two rival groups of monsters who were (according to the story) sworn to kill each other. Yet, they live in peaceful static in rooms which are right next to each other, and there's never a part of the adventure in which their animosity comes into play.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6070386, member: 58416"] I think a good dungeon is one in which progress through it isn't a strictly linear thing, and there's isn't one right answer for how to get from point A to point B. I also think that a good dungeon is one which isn't static. The pieces move. ...and, as mentioned above... versimilitude. Yes, by its very nature fantasy -as well as many dungeons- are unrealistic. However, that doesn't mean there still cannot be a sense of life, realism, and consistency given to the location. This somewhat ties into my comment about a dungeon being static. I can remember quite a few dungeons in which there were two rival groups of monsters who were (according to the story) sworn to kill each other. Yet, they live in peaceful static in rooms which are right next to each other, and there's never a part of the adventure in which their animosity comes into play. [/QUOTE]
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Dungeon: The art of a good location
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