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<blockquote data-quote="rogueattorney" data-source="post: 5236980" data-attributes="member: 17551"><p>If I were to try to boil the "defining characteristics" to the bare minimum, I'd say...</p><p></p><p>1. It's got to be big. Duh. But the size should be expansive. It is too big to be "conquered." There is always somewhere new to go and explore. The players getting lost should be a real danger, as should running out of supplies (esp. food and light sources).</p><p></p><p>2. There should be a clear dividing line between "dungeon" and "rest of the world." There can be (and probably should be) multiple passages between "dungeon" and "rest of the world," but it should generally be fairly clear to the players that they are making that passage.</p><p></p><p>3. There should be distinct levels - layers or regions of the "dungeon" - by which the players can choose their difficulty and mark their progress. There should be multiple methods of traversing from level to level and there should be occasional means by which the players can involuntarily wind up on levels beyond their aim, so long as it become obvious fairly immediately that they've done so. ("Oh my God! We've wandered down to the 6th level!!!")</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 5236980, member: 17551"] If I were to try to boil the "defining characteristics" to the bare minimum, I'd say... 1. It's got to be big. Duh. But the size should be expansive. It is too big to be "conquered." There is always somewhere new to go and explore. The players getting lost should be a real danger, as should running out of supplies (esp. food and light sources). 2. There should be a clear dividing line between "dungeon" and "rest of the world." There can be (and probably should be) multiple passages between "dungeon" and "rest of the world," but it should generally be fairly clear to the players that they are making that passage. 3. There should be distinct levels - layers or regions of the "dungeon" - by which the players can choose their difficulty and mark their progress. There should be multiple methods of traversing from level to level and there should be occasional means by which the players can involuntarily wind up on levels beyond their aim, so long as it become obvious fairly immediately that they've done so. ("Oh my God! We've wandered down to the 6th level!!!") [/QUOTE]
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