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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="Steel_Wind" data-source="post: 3580829" data-attributes="member: 20741"><p>Well, James is right in what he says. It's not very accurate and makes for an unrealistic design and it doesn't feel right from a simulationist point of view.</p><p></p><p>Can't disagree with any of that.</p><p></p><p>Problem is, if we were all about simulationist designs - we'd all be playing Rolemaster. And we're not doing much of that anymore, are we? </p><p></p><p>Merric is right guys. </p><p></p><p>While 10' wide corridors might not make for a very good map or a realistic feel - it's just not a very fun GAME to be playing in unrelenting 5' wide corridors for very long. </p><p></p><p>And seeing as we're talking about a GAME, the fact that it's not very much <span style="color: SandyBrown">fun</span> is about as important a comment as one can make on the design.</p><p></p><p>It's fun, or it isn't. There's no "<em>yeah but</em>" you can say which has any importance in the face of "<span style="color: SandyBrown">it's no fun to play</span>".</p><p></p><p>Fun wins. Every time.</p><p></p><p>Anecdote: I experienced this exact problem when running one of Tracy Hickman's designs, <em>The Lyceum </em> in <em>War of the Lance</em>.</p><p></p><p>My players put up with it for two sessions but they were complaining - a LOT about the design by the beginning of the second session. They were just not having much fun and it showed. </p><p></p><p>Not once did my players comment in a forgiving way regarding the "realistic" feel of the map, or the sense of architectural elegance that the 5' wide corridors made upon them during the adventure. </p><p></p><p>Nope. They were too busy being frustrated by the design to notice any of that. It was all overshadowed by a good does of UNfun. </p><p></p><p>I've not run any large 5' wide dungeons since.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3580829, member: 20741"] Well, James is right in what he says. It's not very accurate and makes for an unrealistic design and it doesn't feel right from a simulationist point of view. Can't disagree with any of that. Problem is, if we were all about simulationist designs - we'd all be playing Rolemaster. And we're not doing much of that anymore, are we? Merric is right guys. While 10' wide corridors might not make for a very good map or a realistic feel - it's just not a very fun GAME to be playing in unrelenting 5' wide corridors for very long. And seeing as we're talking about a GAME, the fact that it's not very much [COLOR=SandyBrown]fun[/COLOR] is about as important a comment as one can make on the design. It's fun, or it isn't. There's no "[I]yeah but[/I]" you can say which has any importance in the face of "[COLOR=SandyBrown]it's no fun to play[/COLOR]". Fun wins. Every time. Anecdote: I experienced this exact problem when running one of Tracy Hickman's designs, [I]The Lyceum [/I] in [I]War of the Lance[/I]. My players put up with it for two sessions but they were complaining - a LOT about the design by the beginning of the second session. They were just not having much fun and it showed. Not once did my players comment in a forgiving way regarding the "realistic" feel of the map, or the sense of architectural elegance that the 5' wide corridors made upon them during the adventure. Nope. They were too busy being frustrated by the design to notice any of that. It was all overshadowed by a good does of UNfun. I've not run any large 5' wide dungeons since. [/QUOTE]
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