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<blockquote data-quote="Imaculata" data-source="post: 7901077" data-attributes="member: 6801286"><p>I switch between your method, and the reverse. It all depends. Sometimes I come up with the in-fiction purpose first, and sometimes I come up with the gameplay-purpose first. However, I do feel that thinking about the in-fiction purpose (if only a little bit) is very important for the quality of the dungeon.</p><p></p><p></p><p></p><p>Of course it is but an example. The purpose of the example was to show that some thought about the layout of the dungeon and how it would be used in the fiction, serves the quality of the dungeon well.</p><p></p><p></p><p></p><p>This is where I disagree strongly. As the designer of the dungeon, you are ultimately responsible for how the players explore the dungeon. It is easy to miss a particular corridor at the start of the dungeon, especially when you're already deep into the dungeon and up to your neck in monsters.</p><p></p><p>Our goals as DM's may vary, and perhaps this is where the source of our disagreement lies. For me, I want my players to interact with as much of the dungeon as possible, so I didn't design half of it for nothing. The players are under no obligation to explore every dungeon 100%, but I sure can try my best to design the dungeon in such a way that most of it ends up being explored anyway. I try to find a balance between not making the dungeon too linear, and guiding my players through most of the dungeon.</p><p></p><p></p><p></p><p>My personal preference is to give my players informed choices. They might not know all the advantages and disadvantages when picking an entry point, but I try to give them reasons to consider one or the other. This is why I often limited the number of entry points to about 2 or 3.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7901077, member: 6801286"] I switch between your method, and the reverse. It all depends. Sometimes I come up with the in-fiction purpose first, and sometimes I come up with the gameplay-purpose first. However, I do feel that thinking about the in-fiction purpose (if only a little bit) is very important for the quality of the dungeon. Of course it is but an example. The purpose of the example was to show that some thought about the layout of the dungeon and how it would be used in the fiction, serves the quality of the dungeon well. This is where I disagree strongly. As the designer of the dungeon, you are ultimately responsible for how the players explore the dungeon. It is easy to miss a particular corridor at the start of the dungeon, especially when you're already deep into the dungeon and up to your neck in monsters. Our goals as DM's may vary, and perhaps this is where the source of our disagreement lies. For me, I want my players to interact with as much of the dungeon as possible, so I didn't design half of it for nothing. The players are under no obligation to explore every dungeon 100%, but I sure can try my best to design the dungeon in such a way that most of it ends up being explored anyway. I try to find a balance between not making the dungeon too linear, and guiding my players through most of the dungeon. My personal preference is to give my players informed choices. They might not know all the advantages and disadvantages when picking an entry point, but I try to give them reasons to consider one or the other. This is why I often limited the number of entry points to about 2 or 3. [/QUOTE]
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