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2016-11-09, 12:19 PM (ISO 8601)
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#5
Re: Dungeon Building 101
Ah I understand. Someone had given me the advice to design for example a natural location. Let's say a castle. As if it where really a castle, multiple corridors and rooms as if it was built for its original purpose. So multiple ways to get around the entire place. Not a straight line.
Then infest it with encounters, logical traps, roleplay elements that come up either along with or because of the infestation.
This leaves it both believable and more interesting.