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Your dream dungeon...
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<blockquote data-quote="Lanefan" data-source="post: 5521115" data-attributes="member: 29398"><p>If you can find it, pick up Dragon #100. It has a module in it called <em>City Beyond the Gate </em>that is exactly what you're looking for.</p><p></p><p>As for my dream dungeon, it's hard to say; other than it has to be a dungeon (I likes me some crawlin'). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Some elements I look for as DM are 1) multiple ways of approaching and-or dealing with the dungeon, 2) multiple ways of getting around within the dungeon including vertically, 3) elements of whimsy that can still keep the players on their toes, and so forth.</p><p></p><p>1) - <em>The Secret of Bone Hill </em>is a great example of this. There's about 6 ways in and out of the thing, some obvious, some hidden; and it's up to the party to decide how to approach it and-or which entrance to use (assuming, of course, they find more than one).</p><p></p><p>2) - A frequent failing of many otherwise-decent adventures is there are so few ways to get from one level to the next and back, and almost never ways to get from level A to level C bypassing level B; which can be separately accessed from both level A and level C. Note to designers: add more stairs!</p><p></p><p>3) - one great example from a friend's homebrew: two of the levels had mostly identical floorplans in one section; an illusionary dragon on one level set us up perfectly for the real dragon in the same room a level below...</p><p></p><p>A pleasant side-effect of adventures like this is that running them multiple times usually gives a completely different result each time, which makes it more interesting for the DM.</p><p></p><p>Lan-"and tell us in the writeups how long the staircases are"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5521115, member: 29398"] If you can find it, pick up Dragon #100. It has a module in it called [I]City Beyond the Gate [/I]that is exactly what you're looking for. As for my dream dungeon, it's hard to say; other than it has to be a dungeon (I likes me some crawlin'). :) Some elements I look for as DM are 1) multiple ways of approaching and-or dealing with the dungeon, 2) multiple ways of getting around within the dungeon including vertically, 3) elements of whimsy that can still keep the players on their toes, and so forth. 1) - [I]The Secret of Bone Hill [/I]is a great example of this. There's about 6 ways in and out of the thing, some obvious, some hidden; and it's up to the party to decide how to approach it and-or which entrance to use (assuming, of course, they find more than one). 2) - A frequent failing of many otherwise-decent adventures is there are so few ways to get from one level to the next and back, and almost never ways to get from level A to level C bypassing level B; which can be separately accessed from both level A and level C. Note to designers: add more stairs! 3) - one great example from a friend's homebrew: two of the levels had mostly identical floorplans in one section; an illusionary dragon on one level set us up perfectly for the real dragon in the same room a level below... A pleasant side-effect of adventures like this is that running them multiple times usually gives a completely different result each time, which makes it more interesting for the DM. Lan-"and tell us in the writeups how long the staircases are"-efan [/QUOTE]
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