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How important is it that a dungeon makes sense?
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<blockquote data-quote="MJS" data-source="post: 6216121" data-attributes="member: 6747144"><p>I've never had a problem making sure the river flows downhill. If you did discover such a gaffe, you just change it on the fly. It's good to leave some detail vauge for these kinds of reasons as well. It's just not all that important to have that fine a level of maps for adventure games. The imagination thrives on broad strokes as well as finer ones IMO - Cheers indeed! I had opporuntiy to play some OD&D w/ Chainmail this morning. There was a room containing a longboat with an animated dragon's head on it, a funerary offering to a dead King further in the dungeon. </p><p> And I suggest to you that if you want to write good adventures of any setting, you spend more time developing your creative writing skills, and understanding adventure game design. Science is there, but its not very high on the list.</p><p> Certainly, my experiences in real caves inform my adventure design, just as other experiences inform other parts of adventuring, such as flying soar planes when relating to flying with giant eagles and the like. But again, the science of it is more of a backdrop element if you are fighting a dragon from eagle's back. </p><p></p><p>I will also point out TEMPLE OF THE FROG as an example of an absolutely brilliant published adventure, one which I highly doubt anyone in this thread has written the better of.</p></blockquote><p></p>
[QUOTE="MJS, post: 6216121, member: 6747144"] I've never had a problem making sure the river flows downhill. If you did discover such a gaffe, you just change it on the fly. It's good to leave some detail vauge for these kinds of reasons as well. It's just not all that important to have that fine a level of maps for adventure games. The imagination thrives on broad strokes as well as finer ones IMO - Cheers indeed! I had opporuntiy to play some OD&D w/ Chainmail this morning. There was a room containing a longboat with an animated dragon's head on it, a funerary offering to a dead King further in the dungeon. And I suggest to you that if you want to write good adventures of any setting, you spend more time developing your creative writing skills, and understanding adventure game design. Science is there, but its not very high on the list. Certainly, my experiences in real caves inform my adventure design, just as other experiences inform other parts of adventuring, such as flying soar planes when relating to flying with giant eagles and the like. But again, the science of it is more of a backdrop element if you are fighting a dragon from eagle's back. I will also point out TEMPLE OF THE FROG as an example of an absolutely brilliant published adventure, one which I highly doubt anyone in this thread has written the better of. [/QUOTE]
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How important is it that a dungeon makes sense?
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