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<blockquote data-quote="Saagael" data-source="post: 4917058" data-attributes="member: 84839"><p>Maybe you just don't map it out. Is the area going to be a hedge-maze or dungeon rooms or something even crazier. Something I've been trying to create is an algorithm based dungeon (or a purely random dungeon), where the rooms you visit are randomly generated based on the room you just left. </p><p></p><p>I haven't yet built an algorithm to generate rooms, but it is easy enough to make tables for room shape, room contents, monsters and treasure. Say on a d8, a 1 is a triangle, 2 is square, 3 is pentagon, etc.</p><p></p><p>It's an easy way to really screw with your players. Of course you'd need to have permanent rooms that never change (entrance, exit, maybe some other weird things like a vendor shop or a chapel).</p><p></p><p>What you're trying to make sounds like more of a hedge-maze though: one really large room divided by walls. I find the best way to create something like that is to make the shape. Is it a square, octagon, circle? Then make the entrance and exit places. Maybe the goal is to get to the center, and once both parties are there (thoroughly worn down by fighting through the maze) the wizard forces them to battle each other or something bad will happen.</p><p></p><p>But once you have the entrance and exit you can start building random hallways to that lead back and forth and every direction. Make sure there aren't too many dead-ends because those are boring (maybe a dead end teleports you somewhere else when you walk through the end wall) and there should be plenty of black-space in between the corridors. Put in a few large chambers where traps or monsters will be hidden, etc.</p><p></p><p>Then comes the monster/trap placement. Design a few encounters that all have some central theme (maybe a few satyrs, dryad and a centaur for a forest/fey theme). As you're making the level you can envision the rooms and you'll probably end up finding ideas of how to torture the PCs. A good way to get an eclectic mix of obstacles is to look at numerous dungeon delves and just rip the puzzles straight from those adventures.</p></blockquote><p></p>
[QUOTE="Saagael, post: 4917058, member: 84839"] Maybe you just don't map it out. Is the area going to be a hedge-maze or dungeon rooms or something even crazier. Something I've been trying to create is an algorithm based dungeon (or a purely random dungeon), where the rooms you visit are randomly generated based on the room you just left. I haven't yet built an algorithm to generate rooms, but it is easy enough to make tables for room shape, room contents, monsters and treasure. Say on a d8, a 1 is a triangle, 2 is square, 3 is pentagon, etc. It's an easy way to really screw with your players. Of course you'd need to have permanent rooms that never change (entrance, exit, maybe some other weird things like a vendor shop or a chapel). What you're trying to make sounds like more of a hedge-maze though: one really large room divided by walls. I find the best way to create something like that is to make the shape. Is it a square, octagon, circle? Then make the entrance and exit places. Maybe the goal is to get to the center, and once both parties are there (thoroughly worn down by fighting through the maze) the wizard forces them to battle each other or something bad will happen. But once you have the entrance and exit you can start building random hallways to that lead back and forth and every direction. Make sure there aren't too many dead-ends because those are boring (maybe a dead end teleports you somewhere else when you walk through the end wall) and there should be plenty of black-space in between the corridors. Put in a few large chambers where traps or monsters will be hidden, etc. Then comes the monster/trap placement. Design a few encounters that all have some central theme (maybe a few satyrs, dryad and a centaur for a forest/fey theme). As you're making the level you can envision the rooms and you'll probably end up finding ideas of how to torture the PCs. A good way to get an eclectic mix of obstacles is to look at numerous dungeon delves and just rip the puzzles straight from those adventures. [/QUOTE]
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