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*Pathfinder & Starfinder
The ethics of ... death
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<blockquote data-quote="LostSoul" data-source="post: 6156258" data-attributes="member: 386"><p>I am not very good at dungeon design, but I am trying. This is my basic method:</p><p></p><p>You know the "random dungeon generation" tables in the back of the 1st edition AD&D DMG? The one that looks like this:</p><p></p><p style="margin-left: 20px">1-12 Empty</p> <p style="margin-left: 20px">13-14 Monster Only</p> <p style="margin-left: 20px">15-17 Monster and Treasure</p> <p style="margin-left: 20px">18 Special</p> <p style="margin-left: 20px">19 Trick/Trap</p> <p style="margin-left: 20px">20 Treasure</p><p></p><p>I use that as my framework. Every 20 rooms will look like this (actually I go with 21, with a trick and a trap). I expand the "empty" rooms into four different categories, though: three actually empty, three rooms that give information, three rooms that provide a tactical or strategic advantage (for monsters or the PCs), and three rooms that provide both information and a tactical or strategic advantage.</p><p></p><p>Those "information" rooms provide information about what's in the dungeon. I try to have the trap and trick be solved through deduction; signs of whatever monsters lie up ahead; and perhaps how to open secret doors. Sometimes these rooms need magic to unlock the information, depending on the level of the party: you can imagine an NPC trapped behind a magic ward that needs to be <em>Dispelled</em>, or (in the last dungeon I ran) an ossuary that allows the skulls to respond to <em>Speak With Dead</em> no matter how long they've been there. Other times it's a book or journal or a bunch of corpses.</p><p></p><p>By making sure to have six rooms with information about the dungeon I can place save-or-die monsters, tricks, and traps within. I haven't figured out how to give these rooms a "cost" except through time and wandering monsters, but I'm still trying it out. (I guess I could require skill checks, certain feats, spells/magic item charges, and/or HP loss...)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6156258, member: 386"] I am not very good at dungeon design, but I am trying. This is my basic method: You know the "random dungeon generation" tables in the back of the 1st edition AD&D DMG? The one that looks like this: [indent]1-12 Empty 13-14 Monster Only 15-17 Monster and Treasure 18 Special 19 Trick/Trap 20 Treasure[/indent] I use that as my framework. Every 20 rooms will look like this (actually I go with 21, with a trick and a trap). I expand the "empty" rooms into four different categories, though: three actually empty, three rooms that give information, three rooms that provide a tactical or strategic advantage (for monsters or the PCs), and three rooms that provide both information and a tactical or strategic advantage. Those "information" rooms provide information about what's in the dungeon. I try to have the trap and trick be solved through deduction; signs of whatever monsters lie up ahead; and perhaps how to open secret doors. Sometimes these rooms need magic to unlock the information, depending on the level of the party: you can imagine an NPC trapped behind a magic ward that needs to be [i]Dispelled[/i], or (in the last dungeon I ran) an ossuary that allows the skulls to respond to [i]Speak With Dead[/i] no matter how long they've been there. Other times it's a book or journal or a bunch of corpses. By making sure to have six rooms with information about the dungeon I can place save-or-die monsters, tricks, and traps within. I haven't figured out how to give these rooms a "cost" except through time and wandering monsters, but I'm still trying it out. (I guess I could require skill checks, certain feats, spells/magic item charges, and/or HP loss...) [/QUOTE]
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