squeen
8, 8, I forget what is for
On a main blog review, DP made a comment about 5 room dungeons that I found interesting.
Specifically,
The question I have for grand Game Design Theory is the poll (above).
Where the first option causes bloat (and might tend toward the generic), the second is less product---and hence more work for the DM.
I will try to think of some good (and bad) examples of the latter.
Specifically,
To which Dave responded and listed the platonic 5 rooms:DangerousPuhson said:Way back when, 5-room-dungeons were the big fad for adventure writers, and everyone thought it was sooo clever and suuuch a good system. What they didn’t realize was the it was only ever suitable for making improvised dungeons when you go “Oh shit, I guess the party wants to walk into this random burial cairn on the side of the road after all – I didn’t prep anything for that!”.
5 rooms does not a dungeon make. A suburban bungalow has more than 5 rooms, and you’d be hard-pressed to spend any longer then 10 minutes “exploring” it.
1. Entrance with Guardian
2. Puzzle or Roleplaying Challenge
3. Trick or Setback
4. Big Climax
5. Reward, Revelation
Ironically, I was in the middle of making a lair for a water spirit that just happened to have 5 rooms. This was an attempt on my part to flesh out an area that I had only previously alluded to in the text (because I was starting to think there was a decent chance the party might decide to go there).The question I have for grand Game Design Theory is the poll (above).
Where the first option causes bloat (and might tend toward the generic), the second is less product---and hence more work for the DM.
I will try to think of some good (and bad) examples of the latter.
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