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General Tabletop Discussion
*Dungeons & Dragons
On Dungeon Design
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<blockquote data-quote="Heavy3p0" data-source="post: 6475384" data-attributes="member: 6769"><p>I have the same issue where i don't have the time to create grand adventures and sprawling dungeon maps anymore. recently I've developed the philosophy of making my dungeons little more than flow charts and never very large. i will connect a half dozen or so 'flow chart rooms', each typically containing an encounter, trap, or requiring a skill check (with the occasional room requiring nothing) and connecting to one or more 'rooms' in the flow chart. i just ad-lib my way through the descriptions as the players wander through the flow chart. essentially anything that would hinder the parties progress through the dungeon (like a locked door) becomes a 'room' on the chart that the players will have to deal with when they arrive at that portion of the dungeon chart. If they players request to see a portion of the dungeon in more detail i just make up a sketch of the item in question.</p></blockquote><p></p>
[QUOTE="Heavy3p0, post: 6475384, member: 6769"] I have the same issue where i don't have the time to create grand adventures and sprawling dungeon maps anymore. recently I've developed the philosophy of making my dungeons little more than flow charts and never very large. i will connect a half dozen or so 'flow chart rooms', each typically containing an encounter, trap, or requiring a skill check (with the occasional room requiring nothing) and connecting to one or more 'rooms' in the flow chart. i just ad-lib my way through the descriptions as the players wander through the flow chart. essentially anything that would hinder the parties progress through the dungeon (like a locked door) becomes a 'room' on the chart that the players will have to deal with when they arrive at that portion of the dungeon chart. If they players request to see a portion of the dungeon in more detail i just make up a sketch of the item in question. [/QUOTE]
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