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What Don't You Like About Dungeons?
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<blockquote data-quote="TheSword" data-source="post: 8983458" data-attributes="member: 6879661"><p>I don’t like when they are chock full of arbitrary filler… or worse of all procedurally generated. Part of exploration for me is unraveling a mystery - and it needs to be more involved than what’s on the other side of that door.</p><p></p><p>I’m not averse to the occasional red herring or spammer in the works. Or even multiple thread lines only tangentially related to the main plot… but I do want things to tie together. Good dungeons reveal information and clues through the rooms you explore that give hints and warnings to the savvy and reveal a wider truth.</p><p></p><p>I also don’t like when dungeons become hack and slash. I want conversations, factions, back and forth deals, double crosses and bargains. Good dungeons can include these but many don’t.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8983458, member: 6879661"] I don’t like when they are chock full of arbitrary filler… or worse of all procedurally generated. Part of exploration for me is unraveling a mystery - and it needs to be more involved than what’s on the other side of that door. I’m not averse to the occasional red herring or spammer in the works. Or even multiple thread lines only tangentially related to the main plot… but I do want things to tie together. Good dungeons reveal information and clues through the rooms you explore that give hints and warnings to the savvy and reveal a wider truth. I also don’t like when dungeons become hack and slash. I want conversations, factions, back and forth deals, double crosses and bargains. Good dungeons can include these but many don’t. [/QUOTE]
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What Don't You Like About Dungeons?
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