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What's your approach to dungeon-building?
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<blockquote data-quote="Celebrim" data-source="post: 2331921" data-attributes="member: 4937"><p>1) Decide what the mission is. Why are the PC's going somewhere?</p><p>2) Decide where the mission will take place. Where is it logical for this mission to occur? Is there anyway to make such a place more fantastic without blowing believability and versimulitude?</p><p>3) Decide how built the place where the mission is going to take place? How ancient is it? What is it's history?</p><p>4) Who lives in the dungeon now? Why are they there? How do they survive? </p><p>5) How has the dungeon aged over time.</p><p>6) What is an appropriate challenge for the PC's? How can I scale the challenge of the dungeon dwellers to fit the PC's capabilities. If I can't find a suitable answer, either shelve this plan for later and go back to #2, or else go back to #4 and think of similar but more appropriate challenge.</p><p>7) Map the dungeon, taking care to make each room interesting and functional. Generally this means small dungeons (15 rooms and under) are preferred to big ones.</p><p>8) Add stat blocks, treasure, and brief description. Put a couple of skill checks in each room.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2331921, member: 4937"] 1) Decide what the mission is. Why are the PC's going somewhere? 2) Decide where the mission will take place. Where is it logical for this mission to occur? Is there anyway to make such a place more fantastic without blowing believability and versimulitude? 3) Decide how built the place where the mission is going to take place? How ancient is it? What is it's history? 4) Who lives in the dungeon now? Why are they there? How do they survive? 5) How has the dungeon aged over time. 6) What is an appropriate challenge for the PC's? How can I scale the challenge of the dungeon dwellers to fit the PC's capabilities. If I can't find a suitable answer, either shelve this plan for later and go back to #2, or else go back to #4 and think of similar but more appropriate challenge. 7) Map the dungeon, taking care to make each room interesting and functional. Generally this means small dungeons (15 rooms and under) are preferred to big ones. 8) Add stat blocks, treasure, and brief description. Put a couple of skill checks in each room. [/QUOTE]
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What's your approach to dungeon-building?
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