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How many rooms is typical of a dungeon level?
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<blockquote data-quote="mmu1" data-source="post: 699085" data-attributes="member: 319"><p>As many as necessary...</p><p></p><p>I dislike huge, maze-like dungeons, but I also think ones that are too small and compact end up feeling a little strange, especially if they pack the encounters too closely together.</p><p></p><p>My favorite is the large dungeon that <em>might</em> have dozens of rooms, but designed in such a way that the players only have a reason to explore a much smaller part of it. This can be handled by using tracks, signs of combat, strategically placed corpses, sound and/or air movement, interesting architectural features, etc.</p><p></p><p>The last dungeon I ran like that was a multi-level dwarven mine that had probably over 20 detailed locations, of which the players were likely to see a dozen or so - for the rest of it, I just had a vague outline, to be used if they decided to go off exploring on a whim.</p></blockquote><p></p>
[QUOTE="mmu1, post: 699085, member: 319"] As many as necessary... I dislike huge, maze-like dungeons, but I also think ones that are too small and compact end up feeling a little strange, especially if they pack the encounters too closely together. My favorite is the large dungeon that [i]might[/i] have dozens of rooms, but designed in such a way that the players only have a reason to explore a much smaller part of it. This can be handled by using tracks, signs of combat, strategically placed corpses, sound and/or air movement, interesting architectural features, etc. The last dungeon I ran like that was a multi-level dwarven mine that had probably over 20 detailed locations, of which the players were likely to see a dozen or so - for the rest of it, I just had a vague outline, to be used if they decided to go off exploring on a whim. [/QUOTE]
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How many rooms is typical of a dungeon level?
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