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<blockquote data-quote="Trainz" data-source="post: 1285044" data-attributes="member: 2122"><p>I understand your concern Difier, and I've used such tricks in the past IMC's, but for several reasons, I don't want to do that. My reasons are:</p><p> </p><p>- This is a multi-effort dungeon. While some links between rooms is fine, I don't want to do too much of it. I want designing a room to be a stand-alone thing (within the specs of the dungeon, and as I said, a little crossover isn't too bad).</p><p> </p><p>- Some players are weary (and with good reason) of dungeons with "keys" necessary to go further. It is railroading, and doesn't help the feeling of disbeleif, as every single room MUST be done because the GM put in the effort to design it. Sure, players might miss a room or two, but in the end it will give them the impression that the place was HUGE because they didn't explore ALL of it. You know the feeling when you play a CRPG and explore a huge complex, and you want to go back because there's *one* corridor that you didn't explore all the way, but it's waayyy back, but do it anyways, only to find a dead end...</p><p> </p><p>- Beleive you me, even if your players find the BBEG, almost all players will make darn certain that every nook and cranny has been accounted for. They want to milk an adventure for all the X.P. and/or gold and/or magic items it contains. That's almost a prime directive of adventurers.</p></blockquote><p></p>
[QUOTE="Trainz, post: 1285044, member: 2122"] I understand your concern Difier, and I've used such tricks in the past IMC's, but for several reasons, I don't want to do that. My reasons are: - This is a multi-effort dungeon. While some links between rooms is fine, I don't want to do too much of it. I want designing a room to be a stand-alone thing (within the specs of the dungeon, and as I said, a little crossover isn't too bad). - Some players are weary (and with good reason) of dungeons with "keys" necessary to go further. It is railroading, and doesn't help the feeling of disbeleif, as every single room MUST be done because the GM put in the effort to design it. Sure, players might miss a room or two, but in the end it will give them the impression that the place was HUGE because they didn't explore ALL of it. You know the feeling when you play a CRPG and explore a huge complex, and you want to go back because there's *one* corridor that you didn't explore all the way, but it's waayyy back, but do it anyways, only to find a dead end... - Beleive you me, even if your players find the BBEG, almost all players will make darn certain that every nook and cranny has been accounted for. They want to milk an adventure for all the X.P. and/or gold and/or magic items it contains. That's almost a prime directive of adventurers. [/QUOTE]
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