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General Tabletop Discussion
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The senseless achitecture in most official products
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<blockquote data-quote="Coroc" data-source="post: 7882601" data-attributes="member: 6895991"><p>Well i guess most dungeons with circular horizontal diameter of the tunnels were created by beholders using their disintegration ray maybe <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p>But purple worms digesting the stones somehow also could make sense, maybe they use up most of the material and just grow in length, and leave only fluids and gasses behind like some suggested.</p><p></p><p>Some of the comments i really liked is how about those necropolisses which in RL also are kind of chaotic, check out catacombes in Rome or Paris e.g.</p><p></p><p>Also the thing with a regular structure e.g. dwarven stronghold, made into something chaotic by cave ins is a very good idea, also the adding up according to needs of different occupants over time is fine.</p><p></p><p>A good guideline to make them dungeon maps more realistic would be to use natural formations or some of the examples above if chaotic design is desired somehow. Also sewer systems following a natural grown city map might give inspirations.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7882601, member: 6895991"] Well i guess most dungeons with circular horizontal diameter of the tunnels were created by beholders using their disintegration ray maybe :P But purple worms digesting the stones somehow also could make sense, maybe they use up most of the material and just grow in length, and leave only fluids and gasses behind like some suggested. Some of the comments i really liked is how about those necropolisses which in RL also are kind of chaotic, check out catacombes in Rome or Paris e.g. Also the thing with a regular structure e.g. dwarven stronghold, made into something chaotic by cave ins is a very good idea, also the adding up according to needs of different occupants over time is fine. A good guideline to make them dungeon maps more realistic would be to use natural formations or some of the examples above if chaotic design is desired somehow. Also sewer systems following a natural grown city map might give inspirations. [/QUOTE]
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