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How to Map/Pace a Ruined City?
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<blockquote data-quote="howandwhy99" data-source="post: 5015300" data-attributes="member: 3192"><p>A ruined city dungeon is just like a normal city dungeon, but with far more empty buildings. They are both more akin to the wilderness dungeon surrounding it than a traditional underground dungeon. I would start by drawing out the levels of the dungeon with the "deeper" or more difficult to reach quarters as higher level dungeons areas (i.e. 1st level monsters, 2nd level monsters, etc.) Then populate each region/city quarter with treasure and monsters. By your description this once was an actual ordered and civilized city, so I'd let that influence the design on all levels. As with any dungeon, the whole of it should tell a story, a history of the place and what happened there. From the very beginnings of the city to current time.</p><p></p><p>I assume there will be far fewer rooms to explore too because their is a much smaller population and no real sustainability for living creatures. But that is an assumption. You could go heavy into non-living monsters, but the more you put in, then the more we are talking about a BIG dungeon and more of a need for mapping by the Players. You could also go the route of having dozens or even hundreds of empty buildings/dungeon rooms, but I would stay away from that. It would be like running Dragon Mountain as published. Almost all empty rooms gets boring really fast. I'd go fewer empty buildings and more building debris in the overland room. </p><p></p><p>So hypothetically, in abstract form this is going to look a lot like a normal city dungeon, but smaller. Just think of the Chaos Caves from B2, which is a classic monstertown dungeon design. Most of those rooms/monster homes are connected even though they don't appear so from outside. In your case, just paint a different description for those connections sensible for your city. Say underground sewers or lofted bridges, which invite their own difficulties for passing through. And don't forget the stuff within them or rooms connected influence each other too.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5015300, member: 3192"] A ruined city dungeon is just like a normal city dungeon, but with far more empty buildings. They are both more akin to the wilderness dungeon surrounding it than a traditional underground dungeon. I would start by drawing out the levels of the dungeon with the "deeper" or more difficult to reach quarters as higher level dungeons areas (i.e. 1st level monsters, 2nd level monsters, etc.) Then populate each region/city quarter with treasure and monsters. By your description this once was an actual ordered and civilized city, so I'd let that influence the design on all levels. As with any dungeon, the whole of it should tell a story, a history of the place and what happened there. From the very beginnings of the city to current time. I assume there will be far fewer rooms to explore too because their is a much smaller population and no real sustainability for living creatures. But that is an assumption. You could go heavy into non-living monsters, but the more you put in, then the more we are talking about a BIG dungeon and more of a need for mapping by the Players. You could also go the route of having dozens or even hundreds of empty buildings/dungeon rooms, but I would stay away from that. It would be like running Dragon Mountain as published. Almost all empty rooms gets boring really fast. I'd go fewer empty buildings and more building debris in the overland room. So hypothetically, in abstract form this is going to look a lot like a normal city dungeon, but smaller. Just think of the Chaos Caves from B2, which is a classic monstertown dungeon design. Most of those rooms/monster homes are connected even though they don't appear so from outside. In your case, just paint a different description for those connections sensible for your city. Say underground sewers or lofted bridges, which invite their own difficulties for passing through. And don't forget the stuff within them or rooms connected influence each other too. [/QUOTE]
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