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<blockquote data-quote="Imaculata" data-source="post: 7558081" data-attributes="member: 6801286"><p>What I tend to do when designing my dungeons, is create a list of various 'dungeon details' that I can randomly insert anywhere, at any point. These may include a fresco on a wall, a particular painting or statue, etc. I use these to fill gaps where nothing of interest seems to be happening. These details don't really rely on a specific location, but can contain plot-relevant information that is of use to the players. It adds an extra narrative layer to the way a dungeon plays out. Now instead of having some empty tunnel with non-descript walls, you have a tunnel with some sort of mysterious wall carving, that provides lore to the dungeon (or the campaign itself).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7558081, member: 6801286"] What I tend to do when designing my dungeons, is create a list of various 'dungeon details' that I can randomly insert anywhere, at any point. These may include a fresco on a wall, a particular painting or statue, etc. I use these to fill gaps where nothing of interest seems to be happening. These details don't really rely on a specific location, but can contain plot-relevant information that is of use to the players. It adds an extra narrative layer to the way a dungeon plays out. Now instead of having some empty tunnel with non-descript walls, you have a tunnel with some sort of mysterious wall carving, that provides lore to the dungeon (or the campaign itself). [/QUOTE]
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