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How do YOU design a dungeon?
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<blockquote data-quote="Jan van Leyden" data-source="post: 6217955" data-attributes="member: 20307"><p>Up to point 4. on your list, my way looks pretty much like yours. </p><p></p><p>My dungeons tend to be rather small and mainly serve as story elements. Their purpose in the game world is generally clear, if small.</p><p></p><p>I don't go into too much detail in order to remain flexible. As an example, I ran a campaign oriented on player goals. Each character had a backstory with plot hooks which were created by the players independent of each other. I threw all the stuff in a blender and wrote a backstory which would encompass all PCs, so the first adventures should deliver hints mostly.</p><p></p><p>Long story short result: the first dungeon was a small affair beneath a wizards tower with some baddies barring the entrance. The PCs managed to get to the dungeon but had the baddies securing the door out. Instead of playing some sort of siege scenario I introduce a new secret door behind which a teleporting device was situated.</p><p></p><p>It hasn't been part of the original design, but made perfect sense for the wizard. Yes, even dungeons are mutable!</p><p></p><p>I also have several concepts for mega dungeons floating around in my mind, which would be designed in a more absolute way, but there hasn't been an opportunity to play through it and I spared me the work to design them.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6217955, member: 20307"] Up to point 4. on your list, my way looks pretty much like yours. My dungeons tend to be rather small and mainly serve as story elements. Their purpose in the game world is generally clear, if small. I don't go into too much detail in order to remain flexible. As an example, I ran a campaign oriented on player goals. Each character had a backstory with plot hooks which were created by the players independent of each other. I threw all the stuff in a blender and wrote a backstory which would encompass all PCs, so the first adventures should deliver hints mostly. Long story short result: the first dungeon was a small affair beneath a wizards tower with some baddies barring the entrance. The PCs managed to get to the dungeon but had the baddies securing the door out. Instead of playing some sort of siege scenario I introduce a new secret door behind which a teleporting device was situated. It hasn't been part of the original design, but made perfect sense for the wizard. Yes, even dungeons are mutable! I also have several concepts for mega dungeons floating around in my mind, which would be designed in a more absolute way, but there hasn't been an opportunity to play through it and I spared me the work to design them. [/QUOTE]
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How do YOU design a dungeon?
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