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<blockquote data-quote="AbdulAlhazred" data-source="post: 5681517" data-attributes="member: 82106"><p>You can certainly use overall geography as a help. Dungeon in a floating earth mote for instance. In mine I had it work in reverse, the PCs sneak in a back door on the underside and work their way up, although they did have the option to start on the top and play it out a bit differently. </p><p></p><p>Another dungeon was an ancient ruined dwarf city, which was all built around a massive shaft that extends down endlessly (and never was fathomed) with each level being reached by crossing bridges or negotiating ramps and stairs within the shaft. Some of the easily accessible levels had been later colonized by goblins, and at some point an evil wizard built a hideout and laboratory in one area. The players especially liked the maze with the invisible walls and gelatinous cubes, for some definition of 'liked' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> There were lots of fun bits of old architecture. Another feature was the ventilation system infested with Jermlaine. They LOVED that!</p><p></p><p>Another 'Dungeon' is the Forest of Grin, which is infested with goblins that are actually helpful if you're nice to them. The ogres, shadow panthers, owlbears, and "Old Thousand Foot" were a bit less friendly... There are various old tombs and ruined forts. Another big aspect of that were the areas that the treants and dryads got bothered about when the PCs wandered into them. That and the swamp in the middle of the forest with the Black Dragon (with a lair that connects to the Shadowfell). I made it so that whenever the players go back to that area at different levels they can find something challenging to deal with but lower level people can usually avoid the worst spots until they're ready (hence the goblins).</p><p></p><p>Tactical locations, frankly I consider their mundane aspects, but my first consideration is how fun will it be to adventure in? Bridges, pits, balconies, etc. Then I consider the exploration phase of the story and how the PCs will be able to make meaningful choices. So I'm going to lay out corridors and whatever other avenues for moving around based on those considerations. You can then dress it up to explain why those things are where they are. I figure a realistically logical location that makes a bad story is just a bad story.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5681517, member: 82106"] You can certainly use overall geography as a help. Dungeon in a floating earth mote for instance. In mine I had it work in reverse, the PCs sneak in a back door on the underside and work their way up, although they did have the option to start on the top and play it out a bit differently. Another dungeon was an ancient ruined dwarf city, which was all built around a massive shaft that extends down endlessly (and never was fathomed) with each level being reached by crossing bridges or negotiating ramps and stairs within the shaft. Some of the easily accessible levels had been later colonized by goblins, and at some point an evil wizard built a hideout and laboratory in one area. The players especially liked the maze with the invisible walls and gelatinous cubes, for some definition of 'liked' ;) There were lots of fun bits of old architecture. Another feature was the ventilation system infested with Jermlaine. They LOVED that! Another 'Dungeon' is the Forest of Grin, which is infested with goblins that are actually helpful if you're nice to them. The ogres, shadow panthers, owlbears, and "Old Thousand Foot" were a bit less friendly... There are various old tombs and ruined forts. Another big aspect of that were the areas that the treants and dryads got bothered about when the PCs wandered into them. That and the swamp in the middle of the forest with the Black Dragon (with a lair that connects to the Shadowfell). I made it so that whenever the players go back to that area at different levels they can find something challenging to deal with but lower level people can usually avoid the worst spots until they're ready (hence the goblins). Tactical locations, frankly I consider their mundane aspects, but my first consideration is how fun will it be to adventure in? Bridges, pits, balconies, etc. Then I consider the exploration phase of the story and how the PCs will be able to make meaningful choices. So I'm going to lay out corridors and whatever other avenues for moving around based on those considerations. You can then dress it up to explain why those things are where they are. I figure a realistically logical location that makes a bad story is just a bad story. [/QUOTE]
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