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Populating a dungeon
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<blockquote data-quote="Imaculata" data-source="post: 7810679" data-attributes="member: 6801286"><p>Ah, but then you have already put "things" in those rooms, and they are not truly empty, are they?</p><p></p><p>What I'm talking about is labyrinthine dungeons with dead ends with nothing in them, and lots of long twisting corridors, also with nothing in them. If the only choice that the players must make it whether they go left or right, then that is not a good use of your player's time. That is not to say that choosing to go left or right can't be interesting, but there must be something informing that choice. </p><p></p><p>For example, I am currently preparing a dungeon for an upcoming session. The very first room in the dungeon has walls covered in stone carvings (something the players can examine), and 3 doors, each with a distinct difference. One door is closed, but there is a faint magical humming coming from the other side. Another door is blocked by coral, and a third is slightly ajar. The players basically have to pick a door, but it is not a choice between 3 identical doors. They have something to inform their choice, and each door takes them to a different part of the dungeon where interesting stuff can be discovered.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7810679, member: 6801286"] Ah, but then you have already put "things" in those rooms, and they are not truly empty, are they? What I'm talking about is labyrinthine dungeons with dead ends with nothing in them, and lots of long twisting corridors, also with nothing in them. If the only choice that the players must make it whether they go left or right, then that is not a good use of your player's time. That is not to say that choosing to go left or right can't be interesting, but there must be something informing that choice. For example, I am currently preparing a dungeon for an upcoming session. The very first room in the dungeon has walls covered in stone carvings (something the players can examine), and 3 doors, each with a distinct difference. One door is closed, but there is a faint magical humming coming from the other side. Another door is blocked by coral, and a third is slightly ajar. The players basically have to pick a door, but it is not a choice between 3 identical doors. They have something to inform their choice, and each door takes them to a different part of the dungeon where interesting stuff can be discovered. [/QUOTE]
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