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General Tabletop Discussion
*Dungeons & Dragons
The Right Balance of Dungeon Fun?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8111342" data-attributes="member: 6790260"><p><a href="https://www.multivax.com/last_question.html" target="_blank">INSUFFICIENT DATA FOR MEANINGFUL ANSWER.</a></p><p></p><p>I mean that very sincerely, BTW. This is a bit like asking, "What's the breakdown you think is best between carbohydrates, fats, protein, and water in a well-cooked meal?" I don't think there's much you <em>can</em> say other than, "well you probably need most of those to show up." A well-crafted dungeon experience is about <em>pacing</em> and <em>tone</em>, which exist at a higher level of abstraction than the percentage mix of elements. You might be able to find some correlations between the presence of particular elements and the production of a desirable pacing and tone, but they'll lead you astray as like as not.</p><p></p><p>For example: if you're running an intentionally very <em>short</em> dungeon that's there to fill time between major chapters of a more narrative game, then going light on empty rooms and on exploration might be wise. That is, those are the most likely places for new story hooks to develop, and a "palate cleanser" dungeon is a bad place to have brand-new hooks appear. Conversely, if there's a major story beat ongoing and this dungeon is one expression thereof, <em>expanding</em> these sections lets the players sink their teeth in deeper, lets you develop mysteries or flesh out world-elements through description and player-driven choices rather than detached narration. And all of these considerations become moot if it's a 1e-style violence-vagrants game where there <em>are</em> no "story beats" other than what the party is choosing to do right at this moment.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8111342, member: 6790260"] [URL='https://www.multivax.com/last_question.html']INSUFFICIENT DATA FOR MEANINGFUL ANSWER.[/URL] I mean that very sincerely, BTW. This is a bit like asking, "What's the breakdown you think is best between carbohydrates, fats, protein, and water in a well-cooked meal?" I don't think there's much you [I]can[/I] say other than, "well you probably need most of those to show up." A well-crafted dungeon experience is about [I]pacing[/I] and [I]tone[/I], which exist at a higher level of abstraction than the percentage mix of elements. You might be able to find some correlations between the presence of particular elements and the production of a desirable pacing and tone, but they'll lead you astray as like as not. For example: if you're running an intentionally very [I]short[/I] dungeon that's there to fill time between major chapters of a more narrative game, then going light on empty rooms and on exploration might be wise. That is, those are the most likely places for new story hooks to develop, and a "palate cleanser" dungeon is a bad place to have brand-new hooks appear. Conversely, if there's a major story beat ongoing and this dungeon is one expression thereof, [I]expanding[/I] these sections lets the players sink their teeth in deeper, lets you develop mysteries or flesh out world-elements through description and player-driven choices rather than detached narration. And all of these considerations become moot if it's a 1e-style violence-vagrants game where there [I]are[/I] no "story beats" other than what the party is choosing to do right at this moment. [/QUOTE]
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