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<blockquote data-quote="mlund" data-source="post: 5929512" data-attributes="member: 50304"><p>I'm not saying all or even many modules these days do a good job at it, but compare Caves of Chaos layout to Thunderspire Labyrinth or Sunderpeak Temple some time in terms of separation of areas. I'm pretty sure their are so many tunnels in the Caves of Chaos that the ravine can't actually sustain the load anymore all the PCs and Monsters should've been killed in a landslide long ago. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The pretense of an ecologically sustainable dungeon is a waste of time (see World's Largest Dungeon), but "dungeon ecology" is just a term to describe the attempts at verisimilitude by giving a plausible explanations to things like:</p><p></p><p>"Why haven't the Rust Monsters in Encounter Area A eaten the Iron Golems in Encounter Area B?"</p><p></p><p>and</p><p></p><p>"How comes the Orcs in room 2 didn't come to help the Orcs in room 1 when we killed them? They are only 20' away and totally should hear the screaming and dying and fighting."</p><p></p><p>The more 20' rooms full of monsters separated by 10' hallways you try to cram on a single sheet of graph-paper the more "dungeon ecology" problems crop up. The DM just hand-waved all that stuff back in the 80s.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5929512, member: 50304"] I'm not saying all or even many modules these days do a good job at it, but compare Caves of Chaos layout to Thunderspire Labyrinth or Sunderpeak Temple some time in terms of separation of areas. I'm pretty sure their are so many tunnels in the Caves of Chaos that the ravine can't actually sustain the load anymore all the PCs and Monsters should've been killed in a landslide long ago. ;) The pretense of an ecologically sustainable dungeon is a waste of time (see World's Largest Dungeon), but "dungeon ecology" is just a term to describe the attempts at verisimilitude by giving a plausible explanations to things like: "Why haven't the Rust Monsters in Encounter Area A eaten the Iron Golems in Encounter Area B?" and "How comes the Orcs in room 2 didn't come to help the Orcs in room 1 when we killed them? They are only 20' away and totally should hear the screaming and dying and fighting." The more 20' rooms full of monsters separated by 10' hallways you try to cram on a single sheet of graph-paper the more "dungeon ecology" problems crop up. The DM just hand-waved all that stuff back in the 80s. - Marty Lund [/QUOTE]
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