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<blockquote data-quote="Fenris-77" data-source="post: 9704899" data-attributes="member: 6993955"><p>I have a bunch of factors I consider when designing the dungeon. First, I do try to limit, to some extent, the extraneous searching after red herrings implied by my descriptions (minimal secret doors and traps too). Second, I already have functions for the rooms in mind as I design them and the map, with the idea being that all the bits work togther to paint the evocative picture I want them to (and there aren't wasted rooms with nothing interesting to add). I also do a run through for each level, and the dungeon overall, to roughtly balance encounters to the desired level tier and to get the amount of loot set to something correct, also for the listed tier.</p><p></p><p>I do include both time wasters and countdowns in most of my stuff too. In the case of the dungeon above, which is tomb kings flavoured, there is an alarm tracker. The dungeon hasna bunch of 1HP mook skeleton workers that weill go about their programmed tasks and ignore the PCs, but once the alarm happens they will attack. There are also two bits,the rooms containing smaller rooms, that are purpose designed to bait the PCs into wasting time searching. There is loot to be found, but the cost of time spent might be high.</p><p></p><p>I usally have something to put some time pressure on the PCs in addition to the torch timer, with the goal that the two different time indexes will keep things moving along at a good clip.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9704899, member: 6993955"] I have a bunch of factors I consider when designing the dungeon. First, I do try to limit, to some extent, the extraneous searching after red herrings implied by my descriptions (minimal secret doors and traps too). Second, I already have functions for the rooms in mind as I design them and the map, with the idea being that all the bits work togther to paint the evocative picture I want them to (and there aren't wasted rooms with nothing interesting to add). I also do a run through for each level, and the dungeon overall, to roughtly balance encounters to the desired level tier and to get the amount of loot set to something correct, also for the listed tier. I do include both time wasters and countdowns in most of my stuff too. In the case of the dungeon above, which is tomb kings flavoured, there is an alarm tracker. The dungeon hasna bunch of 1HP mook skeleton workers that weill go about their programmed tasks and ignore the PCs, but once the alarm happens they will attack. There are also two bits,the rooms containing smaller rooms, that are purpose designed to bait the PCs into wasting time searching. There is loot to be found, but the cost of time spent might be high. I usally have something to put some time pressure on the PCs in addition to the torch timer, with the goal that the two different time indexes will keep things moving along at a good clip. [/QUOTE]
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