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How important is it that a dungeon makes sense?
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<blockquote data-quote="Jester David" data-source="post: 6217538" data-attributes="member: 37579"><p>Personally, I need dungeons to make sense. My players are less concerned but weirdness can cause problems, as they mock the gelatinous cube that was ignoring the gobins living in the next room.</p><p> </p><p>Making a logical dungeon seldom means worrying about load bearing walls or if the building is scaled correctly for the time period. It's mostly avoiding design that brings you out of the game, which is really dependant on your ability to suspend belief (or how much you get into the game in the first place).</p><p></p><p>As an example, there was this terrible dungeon in one of the later <em>Dragonlance</em> modules (Zebulah’s Refuge). </p><p>It was meant to be set in an air-filled pocket of the remnants of a sunken city. Which is a cool visual. But it was designed as a bunch of solitary rooms connected by giant winding walkways creating huge negative space and giant gaps unlike, well, every building ever made since the history of time. There were aquatic ogres invading yet no one else was fighting (and when you get to the owners, they make no mention of the ogres). There's no place to cook, store food, eat, sleep, or actually <em>live</em> despite being a wizard's home.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6217538, member: 37579"] Personally, I need dungeons to make sense. My players are less concerned but weirdness can cause problems, as they mock the gelatinous cube that was ignoring the gobins living in the next room. Making a logical dungeon seldom means worrying about load bearing walls or if the building is scaled correctly for the time period. It's mostly avoiding design that brings you out of the game, which is really dependant on your ability to suspend belief (or how much you get into the game in the first place). As an example, there was this terrible dungeon in one of the later [I]Dragonlance[/I] modules (Zebulah’s Refuge). It was meant to be set in an air-filled pocket of the remnants of a sunken city. Which is a cool visual. But it was designed as a bunch of solitary rooms connected by giant winding walkways creating huge negative space and giant gaps unlike, well, every building ever made since the history of time. There were aquatic ogres invading yet no one else was fighting (and when you get to the owners, they make no mention of the ogres). There's no place to cook, store food, eat, sleep, or actually [I]live[/I] despite being a wizard's home. [/QUOTE]
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