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[poll] Do your dungeons make logical sense?
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<blockquote data-quote="MerakSpielman" data-source="post: 791968" data-attributes="member: 7464"><p>This was mentioned on-the-side in another thread, but I started wondering...</p><p></p><p>"Dungeon" in this discussion is defined as follows: A distinct, well defined area mapped out in advance and intended to be an adventure location. It could be anything from a cave network, a crypt, a temple, an inn, or a wizard's tower. The characters know they need to go there to fulfill their mission, so they arrive, work their way through the place, and do what needs to be done. Then they leave and rarely (if ever) visit or think about the place again.</p><p></p><p>most of us use this kind of "dungeon" all the time.</p><p></p><p><strong><span style="font-size: 12px"> So, do yours make logical sense? </span></strong></p><p></p><p>Do your caves have a functional ecosystem?</p><p></p><p>Do inhabitants make logical use of their resources (magical items can be sold if they can't be used, etc...)</p><p></p><p>Do your evil temples have a viable way of staying in business (income vs expenses?)</p><p></p><p>Do you place privies on your maps? If not, do you put chamber pots in the rooms?</p><p></p><p>Do you worry about lighting (torch brackets, braziers...)? Food supply, storage, and preparation? Repair and maintenance? Laundry?</p><p></p><p>Do you have a supply of fresh water? Fresh air?</p><p></p><p>How is the place heated in the winter?</p><p></p><p>Is there a key to every lock (even if it's in the room that's locked)?</p><p></p><p>Are there pillars to keep the ceilings in the bigger rooms from collapsing (that's the limit of my archetechural knowledge)?</p><p></p><p>If you have undead, do you know who created them, why, and what their orders are? Do they follow the rules for number of undead controllable at once?</p><p></p><p>Traps. Who resets, reloads and repairs them? Are they in places where inhabitants might accidentally set them off (That's a no-no)?</p><p></p><p>Do your creatures have mates, eggs, young, non-combatants, etc?</p><p></p><p><em>Et Cetera</em></p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 791968, member: 7464"] This was mentioned on-the-side in another thread, but I started wondering... "Dungeon" in this discussion is defined as follows: A distinct, well defined area mapped out in advance and intended to be an adventure location. It could be anything from a cave network, a crypt, a temple, an inn, or a wizard's tower. The characters know they need to go there to fulfill their mission, so they arrive, work their way through the place, and do what needs to be done. Then they leave and rarely (if ever) visit or think about the place again. most of us use this kind of "dungeon" all the time. [b][SIZE=3] So, do yours make logical sense? [/SIZE][/b] Do your caves have a functional ecosystem? Do inhabitants make logical use of their resources (magical items can be sold if they can't be used, etc...) Do your evil temples have a viable way of staying in business (income vs expenses?) Do you place privies on your maps? If not, do you put chamber pots in the rooms? Do you worry about lighting (torch brackets, braziers...)? Food supply, storage, and preparation? Repair and maintenance? Laundry? Do you have a supply of fresh water? Fresh air? How is the place heated in the winter? Is there a key to every lock (even if it's in the room that's locked)? Are there pillars to keep the ceilings in the bigger rooms from collapsing (that's the limit of my archetechural knowledge)? If you have undead, do you know who created them, why, and what their orders are? Do they follow the rules for number of undead controllable at once? Traps. Who resets, reloads and repairs them? Are they in places where inhabitants might accidentally set them off (That's a no-no)? Do your creatures have mates, eggs, young, non-combatants, etc? [i]Et Cetera[/i] [/QUOTE]
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[poll] Do your dungeons make logical sense?
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