Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
The senseless achitecture in most official products
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7900738" data-attributes="member: 29398"><p>Depends on the dungeon and-or the PCs' reasons for being there, too. As a starter adventure I've had parties go into (in theory) cleared-out dungeons with their goal being simply to map the place, as a training exercise. Sure there's some minor monsters have moved in, but on the whole the place is mostly empty. (and yes, this is an unusual type of adventure) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If a dungeon has multiple bands of warring occupants, empty rooms could also represent a buffer between their territories.</p><p></p><p>Ah, I think we're coming at this one from opposite directions.</p><p></p><p>When I'm designing an adventure site my first thought is "what was its original in-fiction purpose" (or "why is it here"), followed by "what has happened to it since, if anything". Only after that will I overlay any purpose I-as-DM might have for that area now, as in "this was once the main hall, it's the biggest room, so that's where the Ogres are gonna live".</p><p></p><p>Agreed re the kitchen-dining example. Servants' quarters ofetn weren't all that close to their work site - kitchen staff at a mansion who spend their days in the basement might have their rooms in the attic, for example; or even live in a detached barracks.</p><p></p><p>Not a problem.</p><p></p><p>If the players/PCs aren't thorough in their explorations, that's on them. All they need to do is map the flippin' place and they'll soon see the unexplored passages.</p><p></p><p>My go-to example for this is the castle/dungeon part of L1 Secret of Bone Hill.</p><p></p><p>There's about six different ways to get in to that thing, some obvious, some not so. What this allows for is if a party gets beaten back from one entrance they can try another; and-or they can scout to find an entrance that at least appears less risky. (and as DM it's great if you want to run the module more than once over the years, as the choice of entries means no two parties will ever approach it the same way!)</p><p></p><p>I'm not too concerned about the tactical advantages/disadvantages of each entry point - they are what they are and the players/PCs can approach them as they like. They're not likely to have much information on what's inside unless something's telegraphed or (very rare IME) they're willing to spend the time to observe the place for a few days, thus making it quite intentionally difficult to make a "meaningful" choice* except by trial and error.</p><p></p><p>* - other than obvious challenges such as climbing if, say, they decide to go in through a roof or high window.</p><p></p><p>Example: in Bone Hill the obvious means of entry to the castle are through the front door or by scrambling through a big hole (or two?) in the wall around the back. There's telegraphed dangers to the front-door option (obvious circular char marks left by the fireball-happy wizard in the place), but the hole option is also quite risky. There's also upper windows you could go in; if memory serves there's also an entry through the roof; and at least one secret entry through an outbuilding direct to the dungeon below.</p><p></p><p>Once inside, Bone Hill also has several loops both vertical and horizontal, though there are a couple of dead ends in the dungeon.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7900738, member: 29398"] Depends on the dungeon and-or the PCs' reasons for being there, too. As a starter adventure I've had parties go into (in theory) cleared-out dungeons with their goal being simply to map the place, as a training exercise. Sure there's some minor monsters have moved in, but on the whole the place is mostly empty. (and yes, this is an unusual type of adventure) :) If a dungeon has multiple bands of warring occupants, empty rooms could also represent a buffer between their territories. Ah, I think we're coming at this one from opposite directions. When I'm designing an adventure site my first thought is "what was its original in-fiction purpose" (or "why is it here"), followed by "what has happened to it since, if anything". Only after that will I overlay any purpose I-as-DM might have for that area now, as in "this was once the main hall, it's the biggest room, so that's where the Ogres are gonna live". Agreed re the kitchen-dining example. Servants' quarters ofetn weren't all that close to their work site - kitchen staff at a mansion who spend their days in the basement might have their rooms in the attic, for example; or even live in a detached barracks. Not a problem. If the players/PCs aren't thorough in their explorations, that's on them. All they need to do is map the flippin' place and they'll soon see the unexplored passages. My go-to example for this is the castle/dungeon part of L1 Secret of Bone Hill. There's about six different ways to get in to that thing, some obvious, some not so. What this allows for is if a party gets beaten back from one entrance they can try another; and-or they can scout to find an entrance that at least appears less risky. (and as DM it's great if you want to run the module more than once over the years, as the choice of entries means no two parties will ever approach it the same way!) I'm not too concerned about the tactical advantages/disadvantages of each entry point - they are what they are and the players/PCs can approach them as they like. They're not likely to have much information on what's inside unless something's telegraphed or (very rare IME) they're willing to spend the time to observe the place for a few days, thus making it quite intentionally difficult to make a "meaningful" choice* except by trial and error. * - other than obvious challenges such as climbing if, say, they decide to go in through a roof or high window. Example: in Bone Hill the obvious means of entry to the castle are through the front door or by scrambling through a big hole (or two?) in the wall around the back. There's telegraphed dangers to the front-door option (obvious circular char marks left by the fireball-happy wizard in the place), but the hole option is also quite risky. There's also upper windows you could go in; if memory serves there's also an entry through the roof; and at least one secret entry through an outbuilding direct to the dungeon below. Once inside, Bone Hill also has several loops both vertical and horizontal, though there are a couple of dead ends in the dungeon. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The senseless achitecture in most official products
Top