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The senseless achitecture in most official products
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<blockquote data-quote="generic" data-source="post: 7882255" data-attributes="member: 6923088"><p>I have found that the relative sense or nonsense factor of a dungeon's design is dependent on its purpose. For example, a dungeon that is lived in is not going to look like a long, snaking sewer dungeon, or a dungeon hollowed out by natural waterflow. When designing dungeons, I tend to take the following principles into account:</p><p></p><p>1. Who made the dungeon?: The design of the dungeon, in terms of symmetry, ease of navigation, and incorporation of latrines, depends on who built the original dungeon, and who now inhabits it. In a necropolis, one would expect that there would be a lack of latrines and everyday rooms. The density of rooms in the necropolis is likely influenced by religion, and, perhaps, respect for the dead. One might expect snaking passageways lined with small tombs in one necropolis, and a spare few chambers in a pyramid or other honorary necropolis (not including the outer city, external tombs, or the tombs where slaves, children, animals, and other people/things might be held in sacred burial. Conversely, in a labyrinth, one might expect to find a luxuriant misuse of space, with long, well-constructed hallways. In a temple, there will be spaces carved out (or built) for beds, latrines, and common rooms, as well as chapels, prayer cells, monastery dining halls, or whatever else the religious order might need. The construction of the dungeon really does depend on its creators, and who inhabits it now. If Goblins take over the necropolis mentioned above, perhaps they would clear out certain tombs, block off others, and carve out little pits for latrines, using certain areas and stretches of tomb as living space. If the Goblins found a set of tombs that were separated by little more than a wall of brick, they might knock the bricks out, and create a hall for the Goblin King. The evolution of the dungeon, also part of its design, should be, IMHO, natural.</p><p></p><p>2. Water and food: Use these guidelines only if necessary. If the dungeon is populated entirely by Undead, and was designed to be, you would, obviously, ignore this. Otherwise, you need to take into account where water and food can be found. In a building, there need not be farms or wells, but there should be a place where imported goods are kept, and, perhaps, a brewery where the unclean village water can be brewed into the safer, and more tasty, weak bread beer. If the inhabitants of the dungeon are self-sufficient, include space for animal pens, gardens, or whatever else. If the need arises, include other inhabitants which are preyed upon. In underground areas, natural springs, deep wells, and underground rivers tend to work well for water sources. If a dungeon was designed to be a necropolis, but is now inhabited, you can solve the obvious problem in terms of water access through the classic gimmick (underground river running through the necropolis), or, you could have Goblins running water from a nearby lake down into the dungeon. Maybe, the Goblins have invented a simple aqueduct to transport water. Consider the infrastructure.</p><p></p><p>3. Ecology: It varies, it varies, oh so much.</p></blockquote><p></p>
[QUOTE="generic, post: 7882255, member: 6923088"] I have found that the relative sense or nonsense factor of a dungeon's design is dependent on its purpose. For example, a dungeon that is lived in is not going to look like a long, snaking sewer dungeon, or a dungeon hollowed out by natural waterflow. When designing dungeons, I tend to take the following principles into account: 1. Who made the dungeon?: The design of the dungeon, in terms of symmetry, ease of navigation, and incorporation of latrines, depends on who built the original dungeon, and who now inhabits it. In a necropolis, one would expect that there would be a lack of latrines and everyday rooms. The density of rooms in the necropolis is likely influenced by religion, and, perhaps, respect for the dead. One might expect snaking passageways lined with small tombs in one necropolis, and a spare few chambers in a pyramid or other honorary necropolis (not including the outer city, external tombs, or the tombs where slaves, children, animals, and other people/things might be held in sacred burial. Conversely, in a labyrinth, one might expect to find a luxuriant misuse of space, with long, well-constructed hallways. In a temple, there will be spaces carved out (or built) for beds, latrines, and common rooms, as well as chapels, prayer cells, monastery dining halls, or whatever else the religious order might need. The construction of the dungeon really does depend on its creators, and who inhabits it now. If Goblins take over the necropolis mentioned above, perhaps they would clear out certain tombs, block off others, and carve out little pits for latrines, using certain areas and stretches of tomb as living space. If the Goblins found a set of tombs that were separated by little more than a wall of brick, they might knock the bricks out, and create a hall for the Goblin King. The evolution of the dungeon, also part of its design, should be, IMHO, natural. 2. Water and food: Use these guidelines only if necessary. If the dungeon is populated entirely by Undead, and was designed to be, you would, obviously, ignore this. Otherwise, you need to take into account where water and food can be found. In a building, there need not be farms or wells, but there should be a place where imported goods are kept, and, perhaps, a brewery where the unclean village water can be brewed into the safer, and more tasty, weak bread beer. If the inhabitants of the dungeon are self-sufficient, include space for animal pens, gardens, or whatever else. If the need arises, include other inhabitants which are preyed upon. In underground areas, natural springs, deep wells, and underground rivers tend to work well for water sources. If a dungeon was designed to be a necropolis, but is now inhabited, you can solve the obvious problem in terms of water access through the classic gimmick (underground river running through the necropolis), or, you could have Goblins running water from a nearby lake down into the dungeon. Maybe, the Goblins have invented a simple aqueduct to transport water. Consider the infrastructure. 3. Ecology: It varies, it varies, oh so much. [/QUOTE]
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