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Populating a dungeon
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<blockquote data-quote="Celebrim" data-source="post: 7810346" data-attributes="member: 4937"><p>I start with the adventure. Then I decide what role the dungeon has in the adventure.</p><p></p><p>So for example, the adventure might be, "There is a plague going on in the city, and it's overwhelming the healing abilities of the local priesthood. A priest acquaintance of the PC's suggests it would really be helpful if they had some magical assistance in the form of a famous item that once belonged to the priesthood."</p><p></p><p>And the dungeon might be, "The item last was known to belong to an acetic hermit who built a rambling structure on top a remote tor which can be reached only by a long and steep staircase."</p><p></p><p>Having decided what the backstory might be, I then brainstorm what might be in the dungeon both in terms of the sort of rooms that might be in a hermitage, and what sort of things might have since come to occupy that structure and repurpose it. The later is done with an eye to a combination of believability (simulationist reasoning) and current PC level (gamist reasoning), as well things that might led to a variety of different types of game play or at least different tactical situations. As a further level of refinement, I might consider if I'm providing enough spotlight to all the party members, and try to avoid creating a lengthy scenario where one or more party members might feel they have little to do.</p><p></p><p>And since this is an adventure that revolves around 'finding the foozle', then both for gamist reasons (finding the foozle should be fun) and simulationist reasons (if the foozle hasn't been found before, it must be somewhat hard to find) I work out how the foozle is hidden and what clues might help lead the players to its hiding place.</p><p></p><p>Actually, maybe before a I type a whole lot more, let me just give you a link to build off first:</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/dramatic-dungeoncrawling.14005/page-2#post-212975[/URL]</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7810346, member: 4937"] I start with the adventure. Then I decide what role the dungeon has in the adventure. So for example, the adventure might be, "There is a plague going on in the city, and it's overwhelming the healing abilities of the local priesthood. A priest acquaintance of the PC's suggests it would really be helpful if they had some magical assistance in the form of a famous item that once belonged to the priesthood." And the dungeon might be, "The item last was known to belong to an acetic hermit who built a rambling structure on top a remote tor which can be reached only by a long and steep staircase." Having decided what the backstory might be, I then brainstorm what might be in the dungeon both in terms of the sort of rooms that might be in a hermitage, and what sort of things might have since come to occupy that structure and repurpose it. The later is done with an eye to a combination of believability (simulationist reasoning) and current PC level (gamist reasoning), as well things that might led to a variety of different types of game play or at least different tactical situations. As a further level of refinement, I might consider if I'm providing enough spotlight to all the party members, and try to avoid creating a lengthy scenario where one or more party members might feel they have little to do. And since this is an adventure that revolves around 'finding the foozle', then both for gamist reasons (finding the foozle should be fun) and simulationist reasons (if the foozle hasn't been found before, it must be somewhat hard to find) I work out how the foozle is hidden and what clues might help lead the players to its hiding place. Actually, maybe before a I type a whole lot more, let me just give you a link to build off first: [URL unfurl="true"]https://www.enworld.org/threads/dramatic-dungeoncrawling.14005/page-2#post-212975[/URL] [/QUOTE]
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