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General Tabletop Discussion
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How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)
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<blockquote data-quote="Lanefan" data-source="post: 8697698" data-attributes="member: 29398"><p>Indeed. Though, and I'll say this right now to be clear, it's all too possible to overthink this stuff and end up with a very boring dungeon.</p><p></p><p>The bolded is the sort of thing that has always annoyed me both as player and DM. The door is what it is, and should in theory behave the same way no matter who is using it (exception of course being the presence or absence of a key if it's locked). If it creaks loudly when the PCs open it they've a natural right to expect it to creak at least somewhat when a dungeon occupant opens it. If it's stuck for the PCs it should be stuck for the monsters. Etc.</p><p></p><p>As for seeing in the dark, this one makes a bit more sense in that creatures who tend to live in the dark (including Dwarves) will naturally evolve toward being able to see there, and most adventurers are surface folk. Elves are the oddball exception, but we long ago ruled their night-sight only works outdoors and isn't much use indoors or underground.</p><p></p><p>Yes, and further value comes in that if-when these things don't work as expected it's an anomaly which will - or should - prompt the players/PCs to investigate.</p><p></p><p>Agreed as long as the strangeness and mystery has an underlying rationale. For example I love isolated local gravity wells; where marbles and water do move uphill and the PCs have to figure out why, or when walking the downhill path feels like walking uphill. Rationalizing these things in the setting can be a PITA, however, which is why I rarely if ever get to put one in a dungeon.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8697698, member: 29398"] Indeed. Though, and I'll say this right now to be clear, it's all too possible to overthink this stuff and end up with a very boring dungeon. The bolded is the sort of thing that has always annoyed me both as player and DM. The door is what it is, and should in theory behave the same way no matter who is using it (exception of course being the presence or absence of a key if it's locked). If it creaks loudly when the PCs open it they've a natural right to expect it to creak at least somewhat when a dungeon occupant opens it. If it's stuck for the PCs it should be stuck for the monsters. Etc. As for seeing in the dark, this one makes a bit more sense in that creatures who tend to live in the dark (including Dwarves) will naturally evolve toward being able to see there, and most adventurers are surface folk. Elves are the oddball exception, but we long ago ruled their night-sight only works outdoors and isn't much use indoors or underground. Yes, and further value comes in that if-when these things don't work as expected it's an anomaly which will - or should - prompt the players/PCs to investigate. Agreed as long as the strangeness and mystery has an underlying rationale. For example I love isolated local gravity wells; where marbles and water do move uphill and the PCs have to figure out why, or when walking the downhill path feels like walking uphill. Rationalizing these things in the setting can be a PITA, however, which is why I rarely if ever get to put one in a dungeon. [/QUOTE]
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How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)
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