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General Tabletop Discussion
*TTRPGs General
What's your approach to dungeon-building?
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<blockquote data-quote="Darkness" data-source="post: 2331805" data-attributes="member: 13"><p>Ideally, I'd do it about like this:</p><p></p><p></p><p></p><p>Start at the end - generally just the very end itself. Create the final scene - <em>including opponents' tactics!</em> - in loving detail. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Oh, and the important parts of the treasure, I guess.</p><p></p><p>Make a list of what locations/events/whatever I absolutely need or really want to include.</p><p></p><p>Create the beginning - generally a small to medium area.</p><p></p><p>Figure out the basic theme of a few general routes the PCs can take to reach their destination.</p><p></p><p>Decide where my needed/wanted locations are relative to these routes.</p><p></p><p>Start to include ways the PCs can learn about this general layout if they try to ("West seems frozen, Southeast smells bad" or "troll caves to the East, dragon-worshipping kobold cult to the North"), so they have to make an actual decision, rather than randomly choosing one of a number of ways they know - and care - nothing about.</p><p></p><p>Complete the details of these routes and look what side-areas need (or would be cool) to be created.</p><p></p><p>Create those side-areas. (Actually, I will often create some of them while still detailing the areas they're near, depending on inspiration.)</p><p></p><p>Check over the entire thing - especially NPC stats - and, where necessary, modify things to make more sense to me and/or potentially be more interesting for the players. Further, add additional things that can make things more interesting for the players (e.g., side quests).</p></blockquote><p></p>
[QUOTE="Darkness, post: 2331805, member: 13"] Ideally, I'd do it about like this: Start at the end - generally just the very end itself. Create the final scene - [i]including opponents' tactics![/i] - in loving detail. :D Oh, and the important parts of the treasure, I guess. Make a list of what locations/events/whatever I absolutely need or really want to include. Create the beginning - generally a small to medium area. Figure out the basic theme of a few general routes the PCs can take to reach their destination. Decide where my needed/wanted locations are relative to these routes. Start to include ways the PCs can learn about this general layout if they try to ("West seems frozen, Southeast smells bad" or "troll caves to the East, dragon-worshipping kobold cult to the North"), so they have to make an actual decision, rather than randomly choosing one of a number of ways they know - and care - nothing about. Complete the details of these routes and look what side-areas need (or would be cool) to be created. Create those side-areas. (Actually, I will often create some of them while still detailing the areas they're near, depending on inspiration.) Check over the entire thing - especially NPC stats - and, where necessary, modify things to make more sense to me and/or potentially be more interesting for the players. Further, add additional things that can make things more interesting for the players (e.g., side quests). [/QUOTE]
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What's your approach to dungeon-building?
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