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General Tabletop Discussion
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How important is it that a dungeon makes sense?
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<blockquote data-quote="Hussar" data-source="post: 6214875" data-attributes="member: 22779"><p>Depends on what you mean by "making sense" as well. For example, when I ran the World's Largest Dungeon, there were a number of examples where the dungeon didn't make any sense - such as a goblin tribe's area being cut in half by walls with no way for one side to visit the other, or having a large number of large creatures in a room that couldn't possibly fit inside.</p><p></p><p>So, yeah, when it's blatant like that, it has to make more sense - there has to be a way for the goblins to travel from A to B without getting eaten. There shouldn't be ten size large creatures in a 20 by 20 room. That's just mistakes.</p><p></p><p>But, then you can get down to the niggly details. Why are corridors and rooms so big in most dungeons? It really doesn't make much sense. There's no reason that tunnels in a mine would be ten feet across and you generally wouldn't have chamber after chamber either. But, this gets into practical aspects in play. In a dungeon of tiny rooms and 5 foot wide corridors, most of the combat is going to be "One guy standing in the front, and everyone else not being able to participate very much". And that's no fun. I remember a rather lengthy discussion of Paizo modules (by [MENTION=3586]MerricB[/MENTION] IIRC) talking about this. Is it more realistic to have narrow, twisting 5 foot corridors? Sure, absolutely. Is it more fun? Well, not so much.</p><p></p><p>While it might be good for an encounter to have the fighter fighting in close spaces, on his knees in a three foot high corridor, it's going to get old really fast.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6214875, member: 22779"] Depends on what you mean by "making sense" as well. For example, when I ran the World's Largest Dungeon, there were a number of examples where the dungeon didn't make any sense - such as a goblin tribe's area being cut in half by walls with no way for one side to visit the other, or having a large number of large creatures in a room that couldn't possibly fit inside. So, yeah, when it's blatant like that, it has to make more sense - there has to be a way for the goblins to travel from A to B without getting eaten. There shouldn't be ten size large creatures in a 20 by 20 room. That's just mistakes. But, then you can get down to the niggly details. Why are corridors and rooms so big in most dungeons? It really doesn't make much sense. There's no reason that tunnels in a mine would be ten feet across and you generally wouldn't have chamber after chamber either. But, this gets into practical aspects in play. In a dungeon of tiny rooms and 5 foot wide corridors, most of the combat is going to be "One guy standing in the front, and everyone else not being able to participate very much". And that's no fun. I remember a rather lengthy discussion of Paizo modules (by [MENTION=3586]MerricB[/MENTION] IIRC) talking about this. Is it more realistic to have narrow, twisting 5 foot corridors? Sure, absolutely. Is it more fun? Well, not so much. While it might be good for an encounter to have the fighter fighting in close spaces, on his knees in a three foot high corridor, it's going to get old really fast. [/QUOTE]
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How important is it that a dungeon makes sense?
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