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Old-school dungeon map tutorial
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<blockquote data-quote="howandwhy99" data-source="post: 6159065" data-attributes="member: 3192"><p>Here's a tip: Creatures who build are following a different behavioral pattern than those who don't. Many creatures, cuckoos bird to orc kings, don't build at all, but take. So how they use their space often differs quite considerably from the intent of the original designers.</p><p></p><p>Which brings me to point 2: Almost everything built is crafted by creatures based upon their intent, knowledge, and intelligence. Many animals dig lairs, build nests, or search for a protective home like lions in a tree. Maps that require inclusion of perceived needs, whether it be defensive walls and traps or kitchens and bathrooms, tend to be more interesting than those which have no purpose. Of course the locations do not need to be about these design intentions any longer, but part of exploring them gives players clues to what has been, what may be, and where to expect finding something now lost.</p><p></p><p>I would suggest imagining locations you would want to explore, who then would want to create those, how they had the capacity to do so, and then "build" it all using the rules of the game so the players can follow all the connects as they desire.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6159065, member: 3192"] Here's a tip: Creatures who build are following a different behavioral pattern than those who don't. Many creatures, cuckoos bird to orc kings, don't build at all, but take. So how they use their space often differs quite considerably from the intent of the original designers. Which brings me to point 2: Almost everything built is crafted by creatures based upon their intent, knowledge, and intelligence. Many animals dig lairs, build nests, or search for a protective home like lions in a tree. Maps that require inclusion of perceived needs, whether it be defensive walls and traps or kitchens and bathrooms, tend to be more interesting than those which have no purpose. Of course the locations do not need to be about these design intentions any longer, but part of exploring them gives players clues to what has been, what may be, and where to expect finding something now lost. I would suggest imagining locations you would want to explore, who then would want to create those, how they had the capacity to do so, and then "build" it all using the rules of the game so the players can follow all the connects as they desire. [/QUOTE]
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