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What's the problem with five room dungeons?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8909162" data-attributes="member: 11760"><p><em>Terminology note: Five room dungeons are a specific design for RPG adventures, and not literally a reference to having five rooms in a dungeon. For more, see </em><a href="https://www.roleplayingtips.com/5-room-dungeons/" target="_blank"><em>here</em></a><em>.</em></p><p></p><p>While working on my <a href="https://www.enworld.org/threads/dungeon23.693859/" target="_blank">#dungeon23 megadungeon</a>, I've been thinking of an article I saw in passing while pulling together resources, which referenced "everyone being tired of the five-room dungeon."</p><p></p><p>I was taken aback by this. I've used the model to great success for <em>years</em> as it makes sure that the variety of personalities at my table are each given something to do over the course of two hours. I've used the structure for dungeons, point crawls, urban adventures and more. </p><p></p><p>For #dungeon23, I'm trying to hit all five encounter types each week, plus an empty room, plus a wild card room.</p><p></p><p>Is there some big pushback against the model I'm not familiar with? If so, what's the root of it? Or is this just an example of bloggers talking about something so much, they burn out on it, rather than there being an issue?</p><p></p><p>I did run across another good model. In an <a href="https://www.youtube.com/watch?v=YSMJfVqkzqI" target="_blank">Arcane Library livestream</a>, Kelsey Dionne advocates for having combats and encounters instead rotate through PC character archetypes, and making sure to give fighters, rogues, clerics and wizards each something to do in the adventure (ideally in every combat, although that's not always possible).</p><p></p><p>Do you use the five room dungeon model? If not, why not? Is there a better adventure design frame you suggest?</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8909162, member: 11760"] [I]Terminology note: Five room dungeons are a specific design for RPG adventures, and not literally a reference to having five rooms in a dungeon. For more, see [/I][URL='https://www.roleplayingtips.com/5-room-dungeons/'][I]here[/I][/URL][I].[/I] While working on my [URL='https://www.enworld.org/threads/dungeon23.693859/']#dungeon23 megadungeon[/URL], I've been thinking of an article I saw in passing while pulling together resources, which referenced "everyone being tired of the five-room dungeon." I was taken aback by this. I've used the model to great success for [I]years[/I] as it makes sure that the variety of personalities at my table are each given something to do over the course of two hours. I've used the structure for dungeons, point crawls, urban adventures and more. For #dungeon23, I'm trying to hit all five encounter types each week, plus an empty room, plus a wild card room. Is there some big pushback against the model I'm not familiar with? If so, what's the root of it? Or is this just an example of bloggers talking about something so much, they burn out on it, rather than there being an issue? I did run across another good model. In an [URL='https://www.youtube.com/watch?v=YSMJfVqkzqI']Arcane Library livestream[/URL], Kelsey Dionne advocates for having combats and encounters instead rotate through PC character archetypes, and making sure to give fighters, rogues, clerics and wizards each something to do in the adventure (ideally in every combat, although that's not always possible). Do you use the five room dungeon model? If not, why not? Is there a better adventure design frame you suggest? [/QUOTE]
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