Scott Christian
Hero
Good DM'ing and dungeon design are essential for creating that exploration layer in this scenario.Nothing totally is a punishment. It's NOTHING. It's a waste of time and session time is precious enough. Don't give me a hallway with eight doors, only to have seven of them be empty and the last one leading to ANOTHER hallway of doors. At that point I'm gonna check out and not bother going into details anymore, I'll just go "we check all the doors until something happens.".
The DM could wrap up the seven rooms as a few sentences: "The seven rooms you check out all have the faint smell of chocolate, but outside of that they are all just common quarters with little or no belongings." That, to me, would be good DM'ing rather that having us open each door, look under each bed, etc. Of course, if the DM was trying to open the plot up, by say, having each room holding a piece of the plot - that is good too. But, timing and description is key.
Then there is dungeon design. It is something I really have a hard time wrapping my head around sometimes. It needs to flow, can't be too big, be ecologically sound and maintain logic. A hard thing to do sometimes, as is evident by the many books I have. Some would take our group 10 sessions just to get through.
