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<blockquote data-quote="Enevhar Aldarion" data-source="post: 8246263" data-attributes="member: 6818233"><p>What is a linear dungeon to people? Is Moria a linear dungeon as it is presented in LotR? After all, there is just the main entrance and the back entrance, and maybe a couple of small secret ways in and out. The Fellowship had the goal of getting from one entrance to the other, regardless of how immensely huge the interior is. Is that linear because they had a goal and a limited amount of time to get through, which prevented them from doing any side exploration?</p><p></p><p>But on the main topic, I hope that dungeons that are more like mazes, and which have no theme, with just a bunch of random things in random rooms, and random monsters with no reason to be there or ability to even get out of their rooms, die and never come back. Those were alright when I was still a teen and first playing AD&D in the 80's, but I, and most people I played with, matured past that kind of adventure as we got older. We want the dungeons to make sense and have an actual purpose for whoever, or whatever, controls them. Now, this is about small to medium-sized dungeons. Mega-dungeons are a unique animal, in that entire sections or levels can have their own theme and purpose and just be loosely connected to the overall location.</p></blockquote><p></p>
[QUOTE="Enevhar Aldarion, post: 8246263, member: 6818233"] What is a linear dungeon to people? Is Moria a linear dungeon as it is presented in LotR? After all, there is just the main entrance and the back entrance, and maybe a couple of small secret ways in and out. The Fellowship had the goal of getting from one entrance to the other, regardless of how immensely huge the interior is. Is that linear because they had a goal and a limited amount of time to get through, which prevented them from doing any side exploration? But on the main topic, I hope that dungeons that are more like mazes, and which have no theme, with just a bunch of random things in random rooms, and random monsters with no reason to be there or ability to even get out of their rooms, die and never come back. Those were alright when I was still a teen and first playing AD&D in the 80's, but I, and most people I played with, matured past that kind of adventure as we got older. We want the dungeons to make sense and have an actual purpose for whoever, or whatever, controls them. Now, this is about small to medium-sized dungeons. Mega-dungeons are a unique animal, in that entire sections or levels can have their own theme and purpose and just be loosely connected to the overall location. [/QUOTE]
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