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What's the problem with five room dungeons?
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<blockquote data-quote="Lanefan" data-source="post: 8909552" data-attributes="member: 29398"><p>My main pushback would be that the resulting adventures/dungeons are simply too short - no sooner do you get your teeth sunk into it than it's over. And while a very short adventure is fine now and then, they're not something I want to run every time.</p><p></p><p>While it's nice if one can do this, my preference is not to worry about it and instead write adventures that are each more geared to one class or character type, and mix it up that way.</p><p></p><p>Right now, for example, I'm running a string of homebrew adventures. As it turned out, the first one was mostly for the explorers and investigators (there were only four monster encounters in the whole place and the PCs never met two of them), the second and third were kind of for everyone, the fourth (in progress) is for the warriors, and the fifth will be for the trap-finders and clerics. But in each, all the other characters certainly have stuff to do nearly all the time, so it's not like anyone is sitting out.</p><p></p><p>As for size, the first had something like 25 keyed areas plus a village; the second had about 50 keyed areas, the third had 15, the fourth has 52, and the fifth will probably have more (if only because it involved a keyed maze) but I'm still designing it. By "keyed area" I mean a numbered room or site on the map that has a write-up in the module, even if there's no monster or treasure there.</p><p></p><p>Specific frame? No. Rather, I think of what would make sense in an adventure based on whatever inspiration sparked the idea, then design such that those elements can be present and fit in. Then I add some extra stuff as red herring material or diversions or just for kicks, and start mapping.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8909552, member: 29398"] My main pushback would be that the resulting adventures/dungeons are simply too short - no sooner do you get your teeth sunk into it than it's over. And while a very short adventure is fine now and then, they're not something I want to run every time. While it's nice if one can do this, my preference is not to worry about it and instead write adventures that are each more geared to one class or character type, and mix it up that way. Right now, for example, I'm running a string of homebrew adventures. As it turned out, the first one was mostly for the explorers and investigators (there were only four monster encounters in the whole place and the PCs never met two of them), the second and third were kind of for everyone, the fourth (in progress) is for the warriors, and the fifth will be for the trap-finders and clerics. But in each, all the other characters certainly have stuff to do nearly all the time, so it's not like anyone is sitting out. As for size, the first had something like 25 keyed areas plus a village; the second had about 50 keyed areas, the third had 15, the fourth has 52, and the fifth will probably have more (if only because it involved a keyed maze) but I'm still designing it. By "keyed area" I mean a numbered room or site on the map that has a write-up in the module, even if there's no monster or treasure there. Specific frame? No. Rather, I think of what would make sense in an adventure based on whatever inspiration sparked the idea, then design such that those elements can be present and fit in. Then I add some extra stuff as red herring material or diversions or just for kicks, and start mapping. [/QUOTE]
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What's the problem with five room dungeons?
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