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General Tabletop Discussion
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What Makes A Good Dungeon, and a Good Dungeon Campaign/Adventure?
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<blockquote data-quote="MortalPlague" data-source="post: 5268563" data-attributes="member: 62721"><p>A dungeon has to have meaningful choices at a very visceral level. For instance, if someone comes to a junction where they have a choice of corridors. Instead of "the corridor splits, heading left and right", you can have "the corridor forks. To the left, the faint smell of rot drifts up the stairwell. A slight breeze stirs the air from the right." Thus the characters have a reason to go one way or the other.</p><p></p><p>Details like this also make it easy to establish a flavor for the dungeon. Even a run of the mill underground tomb can have some little things that hint at the tomb's owner. The tomb of a paladin will be very different from the tomb of a tyrant king, and will be decorated differently as well.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 5268563, member: 62721"] A dungeon has to have meaningful choices at a very visceral level. For instance, if someone comes to a junction where they have a choice of corridors. Instead of "the corridor splits, heading left and right", you can have "the corridor forks. To the left, the faint smell of rot drifts up the stairwell. A slight breeze stirs the air from the right." Thus the characters have a reason to go one way or the other. Details like this also make it easy to establish a flavor for the dungeon. Even a run of the mill underground tomb can have some little things that hint at the tomb's owner. The tomb of a paladin will be very different from the tomb of a tyrant king, and will be decorated differently as well. [/QUOTE]
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What Makes A Good Dungeon, and a Good Dungeon Campaign/Adventure?
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