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Populating a dungeon
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<blockquote data-quote="MNblockhead" data-source="post: 7810282" data-attributes="member: 6796661"><p>I go both ways. Sometimes I start with the denizens and, assuming they or their forebears built the dungeon, I come up with the denizens and place appropriate traps and other features. </p><p></p><p>But often the denizen moved into and populated the dungeon long after the orginal builders created it. In that case, the dungeon may be designed as a Dwarven hold, but now has new inhabitants. Whether these new inhabitants have altered the dungeon but adding traps, new sections, etc. depends on the nature and abilities of the inhabitants. </p><p></p><p>I like for my dungeons to feel like there is some rational ecology to it. I'm not a fan of randomly populating rooms. I like to think about how they are feed themselves, dealing with waste, protecting themselves from various threats (including adventurers). That said, I try not to over think it. </p><p></p><p>There are some rare occasions that I use randomization. For example, I had a miles long network of kobold tunnnels in a mountain range. I had a large number of tunel tiles and I would shuffle them like cards and just lay them down as the party explored, rolling on tables for what various areas were used for, what they contained, and what could be encountered. But everything on that table fit into what could reasonably be found in a massive network of interconnected kobold warrens.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7810282, member: 6796661"] I go both ways. Sometimes I start with the denizens and, assuming they or their forebears built the dungeon, I come up with the denizens and place appropriate traps and other features. But often the denizen moved into and populated the dungeon long after the orginal builders created it. In that case, the dungeon may be designed as a Dwarven hold, but now has new inhabitants. Whether these new inhabitants have altered the dungeon but adding traps, new sections, etc. depends on the nature and abilities of the inhabitants. I like for my dungeons to feel like there is some rational ecology to it. I'm not a fan of randomly populating rooms. I like to think about how they are feed themselves, dealing with waste, protecting themselves from various threats (including adventurers). That said, I try not to over think it. There are some rare occasions that I use randomization. For example, I had a miles long network of kobold tunnnels in a mountain range. I had a large number of tunel tiles and I would shuffle them like cards and just lay them down as the party explored, rolling on tables for what various areas were used for, what they contained, and what could be encountered. But everything on that table fit into what could reasonably be found in a massive network of interconnected kobold warrens. [/QUOTE]
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