mardi 28 octobre 2014

Good Dungeons

Haffrung earlier made a list of criteria for good dungeons.




Quote:








Originally Posted by Haffrung (Post 794663)

If a DM aspires to design a kick-ass dungeon, he should consider the following:


  • The origins and construction of the dungeon.

  • The culture and purpose of the creators.

  • The overall tone and feel of the dungeon, or of the zones that make up the dungeon.

  • Some dramatic and memorable physical features that make sense in the context of the above.

  • The main avenues of travel in the dungeon.

  • Any major barriers between levels or zones.

  • Tactically challenging maps and layouts.

  • Persistent magical and environmental effects.

  • The current factions occupying the dungeon and their relationships to each other.

  • The goals, schemes, and resources of the various factions, and how they conflict.

  • The leaders of the factions, their lieutenants and lackeys.

  • Scope for alliances and intrigue.

  • Coherent placement of monsters and challenges in relation to one another.

  • Important discoveries (locations, items, secrets) and the motivations to find them.

  • Sources of information (rumours, NPCs to bribe or coerce, allies) about locations and factions.

  • Fabled treasures and powerful arcane items.

  • Quests and goals involving progressive disclosure of clues, hints, maps, and keys.




And it goes without saying that all of the above is best presented in a fantastic and vivid fashion, rich with menacing or weird atmosphere.




Assuming most, some or any of these are good criteria, what dungeons do you think meet these criteria? What sticks out as really great dungeons, either classic or modern for any game system?





Good Dungeons

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