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How important is it that a dungeon makes sense?
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<blockquote data-quote="Piston Honda" data-source="post: 6217369" data-attributes="member: 6699122"><p>I think it’s partially important, a straight up dungeon I do try to ensure everything has functionality, the bad guy has escape plans, any residents living there have an ecology, sentient beings try to separate themselves from monsters and animals (or use them if possible), generally staying near the entrances and fortifying those. And my players have looked for uses for rooms, sometimes they’d come up with their own since I would never outright say “this is what this room was for”. This also let them get more into the dungeons heavily touched by magic that would generally start out normal and make less and less sense as they got closer to the source.</p><p> </p><p></p><p> </p><p>I’m not big on traps, but generally an integrated trap is to keep a treasure protected. Sometimes traps are simply set to catch a meal, whether it be manmade or a natural trap by one of the predators in the dungeon. Sometimes they might be manmade to protect against those predators.</p><p> </p><p></p><p> </p><p>Depends. Sometimes bad GMing, maybe bad HR skill on behalf of the big bad for hiring slackers, let him turn one or two into a toad, they’ll shape up quick.</p><p> </p><p></p><p> </p><p>That’s a design flaw, I’ve had two big bads die in a dungeon, one was a pair of spirits responsible for the absolute warping of a tower, there was no escape plan, they were insane and simply connected to the place, nothing had maintained their sanity long enough to find them anyway. The other, it wasn’t his dungeon, he couldn’t find his way in, but the heroes did, he tailed them hoping to pick them off if they survived, or pick up where they failed. He tried to run, but was trapped by a puzzle. It was satisfying for the players. Any other battle with a big bad in a dungeon they knew ended with their escape, often at the cost of their henchmen’s lives. But I also try not to have important big bads just hanging out in a dungeon to begin with. They’ve got evil to do.</p><p> </p><p></p><p> </p><p>This.</p></blockquote><p></p>
[QUOTE="Piston Honda, post: 6217369, member: 6699122"] I think it’s partially important, a straight up dungeon I do try to ensure everything has functionality, the bad guy has escape plans, any residents living there have an ecology, sentient beings try to separate themselves from monsters and animals (or use them if possible), generally staying near the entrances and fortifying those. And my players have looked for uses for rooms, sometimes they’d come up with their own since I would never outright say “this is what this room was for”. This also let them get more into the dungeons heavily touched by magic that would generally start out normal and make less and less sense as they got closer to the source. I’m not big on traps, but generally an integrated trap is to keep a treasure protected. Sometimes traps are simply set to catch a meal, whether it be manmade or a natural trap by one of the predators in the dungeon. Sometimes they might be manmade to protect against those predators. Depends. Sometimes bad GMing, maybe bad HR skill on behalf of the big bad for hiring slackers, let him turn one or two into a toad, they’ll shape up quick. That’s a design flaw, I’ve had two big bads die in a dungeon, one was a pair of spirits responsible for the absolute warping of a tower, there was no escape plan, they were insane and simply connected to the place, nothing had maintained their sanity long enough to find them anyway. The other, it wasn’t his dungeon, he couldn’t find his way in, but the heroes did, he tailed them hoping to pick them off if they survived, or pick up where they failed. He tried to run, but was trapped by a puzzle. It was satisfying for the players. Any other battle with a big bad in a dungeon they knew ended with their escape, often at the cost of their henchmen’s lives. But I also try not to have important big bads just hanging out in a dungeon to begin with. They’ve got evil to do. This. [/QUOTE]
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