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<blockquote data-quote="Celebrim" data-source="post: 6950211" data-attributes="member: 4937"><p>Natural Passage (Dry) </p><p>Natural Passage (Stream)</p><p>Smoothed/Enlarged Natural Passage</p><p>Boulders, Slabs, Natural passage in Loose Breakdown</p><p>Cut Stone, Rough</p><p>Cut Stone, Smoothed</p><p>Cut Stone, Engraved </p><p>Cut Stone, Bas Relief</p><p>Stone Blocks, Rough</p><p>Stone Blocks, Smooth</p><p>Stone Blocks, Mortared</p><p>Stone Blocks, Freemasonry</p><p>Tiled & Mortared</p><p>Plastered</p><p>Plastered and Painted (Frescos)</p><p>Hardened Clay</p><p></p><p></p><p></p><p>Anything you darn well please. While it's not a bad idea to pay some attention to the economics of dungeon construction, it's more important to make the dungeon interesting. </p><p></p><p></p><p></p><p>When considering these questions, you the DM are a painter. You're creating atmosphere. You are creating an immersive and diverse experience with an evocative setting that communicates something. It's hard to get more specific than that. Different sorts of decorations invoke different sorts of literary experience. If you have a dungeon made of stone covered in plaster which in turn is covered in painted hieroglyphics, then you'll draw on the lore of Egyptian tombs. If you have a dungeon of rough stone walls, sand covered floors, perhaps occasionally supported by wooden arches or vaults of dressed stone, that will invoke another experience.</p><p></p><p></p><p></p><p>Horribly impractical for tons of reasons, especially in any kind of stone harder than pumice or gypsum. For this reason, it was almost never done in the real world (with a few important exceptions), and even when it was done the practicalities of living meant that it was usually done to quarry stone for use on the surface (as in for example Paris and elsewhere) rather than to carve living quarters themselves. But, this is fantasy. Your players probably care less about the economics of dungeon construction than not getting bored exploring one.</p><p></p><p>If I had to give you any advice, it would be avoid putting a lot of stuff that can burn in a dungeon. Fire is a headache, and players tend to be overly fond of it. Other than that, go big or go home.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6950211, member: 4937"] Natural Passage (Dry) Natural Passage (Stream) Smoothed/Enlarged Natural Passage Boulders, Slabs, Natural passage in Loose Breakdown Cut Stone, Rough Cut Stone, Smoothed Cut Stone, Engraved Cut Stone, Bas Relief Stone Blocks, Rough Stone Blocks, Smooth Stone Blocks, Mortared Stone Blocks, Freemasonry Tiled & Mortared Plastered Plastered and Painted (Frescos) Hardened Clay Anything you darn well please. While it's not a bad idea to pay some attention to the economics of dungeon construction, it's more important to make the dungeon interesting. When considering these questions, you the DM are a painter. You're creating atmosphere. You are creating an immersive and diverse experience with an evocative setting that communicates something. It's hard to get more specific than that. Different sorts of decorations invoke different sorts of literary experience. If you have a dungeon made of stone covered in plaster which in turn is covered in painted hieroglyphics, then you'll draw on the lore of Egyptian tombs. If you have a dungeon of rough stone walls, sand covered floors, perhaps occasionally supported by wooden arches or vaults of dressed stone, that will invoke another experience. Horribly impractical for tons of reasons, especially in any kind of stone harder than pumice or gypsum. For this reason, it was almost never done in the real world (with a few important exceptions), and even when it was done the practicalities of living meant that it was usually done to quarry stone for use on the surface (as in for example Paris and elsewhere) rather than to carve living quarters themselves. But, this is fantasy. Your players probably care less about the economics of dungeon construction than not getting bored exploring one. If I had to give you any advice, it would be avoid putting a lot of stuff that can burn in a dungeon. Fire is a headache, and players tend to be overly fond of it. Other than that, go big or go home. [/QUOTE]
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