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How important is it that a dungeon makes sense?
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<blockquote data-quote="delericho" data-source="post: 6214354" data-attributes="member: 22424"><p>Depends how blatant you're being about the dungeon not making sense. If you present a standard orcish lair, but somehow forget the latrines, I'm probably never going to even consider that the dungeon doesn't make sense. By contrast, if you present a standard orcish lair, except that every room turns gravity through 90 degrees, then I'd expect you to explain that <em>at least to the DM</em>.</p><p></p><p>Assuming we're talking about the latter case, then I expect a dungeon to make sense, <em>except where it makes sense that it doesn't make sense</em>. So, place your dungeon on the Plane of Dreams, and you can do whatever you want - it makes sense that it doesn't make sense. Have the whole thing possessed by the insane remnant of the dead god, and you can do whatever you want - it makes sense that it doesn't make sense.</p><p></p><p>But present a clearly nonsensical dungeon <em>without</em> such an explanation (presented to the DM - of course, the players may never learn the secret), and I'll reject it. Because not only does it not make sense, but it doesn't make sense that it doesn't make sense.</p><p></p><p>--</p><p></p><p>If, by contrast, we're dealing with the less blatant non-senses (such as our orcish lair with no latrine), then that's really not all that important. If I spot it, it's a mark against your dungeon, but it's a long long way from being a deal-breaker. Indeed, if the rest of the adventure is a 5-star effort, a mistake of that sort really isn't enough even to drop it to 4-stars. Basically, it's like the occasional typo, grammatical error, or stat block snafu - it would be better if it weren't there, but it happens and I can live with it.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="delericho, post: 6214354, member: 22424"] Depends how blatant you're being about the dungeon not making sense. If you present a standard orcish lair, but somehow forget the latrines, I'm probably never going to even consider that the dungeon doesn't make sense. By contrast, if you present a standard orcish lair, except that every room turns gravity through 90 degrees, then I'd expect you to explain that [i]at least to the DM[/i]. Assuming we're talking about the latter case, then I expect a dungeon to make sense, [i]except where it makes sense that it doesn't make sense[/i]. So, place your dungeon on the Plane of Dreams, and you can do whatever you want - it makes sense that it doesn't make sense. Have the whole thing possessed by the insane remnant of the dead god, and you can do whatever you want - it makes sense that it doesn't make sense. But present a clearly nonsensical dungeon [i]without[/i] such an explanation (presented to the DM - of course, the players may never learn the secret), and I'll reject it. Because not only does it not make sense, but it doesn't make sense that it doesn't make sense. -- If, by contrast, we're dealing with the less blatant non-senses (such as our orcish lair with no latrine), then that's really not all that important. If I spot it, it's a mark against your dungeon, but it's a long long way from being a deal-breaker. Indeed, if the rest of the adventure is a 5-star effort, a mistake of that sort really isn't enough even to drop it to 4-stars. Basically, it's like the occasional typo, grammatical error, or stat block snafu - it would be better if it weren't there, but it happens and I can live with it. I hope that helps! [/QUOTE]
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How important is it that a dungeon makes sense?
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