I always give each door in a chamber a character mark, something for us to refer to when speaking about the doors. Instead of asking about the second door on the left wall we can ask about the door with the crack in it, or the door with the black handle, or the door with a happy face carved into it.
Clues to secret doors come in different forms; leaving them open is a clue and it also makes the dungeon seem alive, so to speak. I think it may be smart to think about a secret door as the clues that reveal it. Each secret door should probably also have a workaround.
Yeah, but I remember that part of older adventures as not being fun. It was not fun searching every wall for secret doors and every door for secret traps. Heck, now that I think of it, traps might be more fun if they are not really secret. I think traps and secret doors might benefit from being...
We should talk a bit about secret doors in dungeon maps.
Secret doors are better if they're not really secret. Indeed, they're practically useless otherwise. If they're never revealed then at best all they can do is add to the general confusion of a typical dungeoncrawl. The dungeon above...
I think we would need to use a 10-ft map scale in order to get larger chambers because these maps are likely* to be confined to a 8.5 x 11 inch piece of paper with a quarter inch grid.
* Likely.
I stopped playing playing Dungeons and Dragons for 8 years from 1998 to 2005. I remember when I came back it was very jarring to see the "weird" 5-ft. scale maps. I think 3.5e was made specifically for use with miniatures. I think 3e had a section in the back showing us how to play with...
I think the dungeons should make some sense rather than the most sense. It's a nuanced difference, but one I think we both are in accordance on.*
* Sorry about the sloppy sentence.
I try to make sure that there are multiple ways to make our way through a dungeon, but all of the ways bring us through the same number of encounters or or nearly so.
I like urban campaigns. This gives me plenty of fun wallowing in the seedy underbelly of my fantasies.
I like a small, limited scope campaign where wilderness abounds between points of light. I like limited power.
I like worldbuilding, so I like giant scopes with fully fleshed out cultures...
This looks to be boiling down to We-Like-Puzzles Players versus We-Hate-Puzzles Players. And I think we lean toward, er...topple over to the puzzle-averse side because puzzle haters hate puzzles more than puzzle likers love puzzles.
Mapping a dungeon is a puzzling activity. The recommendation...