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What's the problem with five room dungeons?
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<blockquote data-quote="Malmuria" data-source="post: 8909758" data-attributes="member: 7030755"><p>The five room dungeon is fine for its specific purpose, which is to use the set dressing of a "dungeon" to present the players with 5 discrete scenes for them to engage with in a session. The exact number of rooms doesn't really matter I don't think; it's just a way to break down an adventure into different kinds of scenes with connections leading between them.</p><p></p><p>I don't know if there is "pushback," but this kind of scenario design is not favored by people in the OSR, since a 5 room dungeon has a somewhat predetermined "plot." You have 5ish chunks of "content" and you expect the players to interact with all of it. An old-school dungeon crawl is a different kind of scenario, where you tempt the PC's further into the dungeon by the promise of treasure with the risks of traps/monsters/etc. This kind of scenario requires a least a somewhat larger space, but more importantly you don't expect the PCs to necessarily engage with all the content, nor engage with it in any particular order. Things like secret rooms or random wandering monsters are important for a dungeon crawl, but they are not really necessary for a 5 room dungeon.</p><p></p><p>I'm not sure that makes sense. This blog post does a better job of breaking it down:</p><p></p><p>[URL unfurl="true"]https://alldeadgenerations.blogspot.com/2021/08/classic-vs-five-rooms.html[/URL]</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8909758, member: 7030755"] The five room dungeon is fine for its specific purpose, which is to use the set dressing of a "dungeon" to present the players with 5 discrete scenes for them to engage with in a session. The exact number of rooms doesn't really matter I don't think; it's just a way to break down an adventure into different kinds of scenes with connections leading between them. I don't know if there is "pushback," but this kind of scenario design is not favored by people in the OSR, since a 5 room dungeon has a somewhat predetermined "plot." You have 5ish chunks of "content" and you expect the players to interact with all of it. An old-school dungeon crawl is a different kind of scenario, where you tempt the PC's further into the dungeon by the promise of treasure with the risks of traps/monsters/etc. This kind of scenario requires a least a somewhat larger space, but more importantly you don't expect the PCs to necessarily engage with all the content, nor engage with it in any particular order. Things like secret rooms or random wandering monsters are important for a dungeon crawl, but they are not really necessary for a 5 room dungeon. I'm not sure that makes sense. This blog post does a better job of breaking it down: [URL unfurl="true"]https://alldeadgenerations.blogspot.com/2021/08/classic-vs-five-rooms.html[/URL] [/QUOTE]
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What's the problem with five room dungeons?
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