tag:blogger.com,1999:blog-4881639213616245512.post7427786466897382964..comments2024-02-19T10:13:57.548-05:00Comments on Sorcery & Super Science!: Dungeon Design - Good, Bad, Indifferentjgbrowninghttp://www.blogger.com/profile/16274622778419965618noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-4881639213616245512.post-57713508574338192712011-06-15T11:17:56.972-04:002011-06-15T11:17:56.972-04:00With a Mythic Underworld all bets are off, of cour...With a Mythic Underworld all bets are off, of course.jgbrowninghttps://www.blogger.com/profile/16274622778419965618noreply@blogger.comtag:blogger.com,1999:blog-4881639213616245512.post-31187657873536199992011-06-15T10:58:55.933-04:002011-06-15T10:58:55.933-04:00Your conception works (somewhat) from a Gyxagian N...Your conception works (somewhat) from a Gyxagian Naturalism perspective. However, if you come into a dungeon from a perspective of Dungeon as Mythic Underworld, or Dungeon as NPC. In both of those scenarios then many-to-many (to use a database term) connections not only make perfect sense but are required. Dungeons as living beings don't necessarily map to the most efficient hollowing out of earth and indeed, are likely, just like other living beings, to have multiple paths to the same destination.<br /><br />As for mechanically excavated areas, there are many reasons why linear spaces may or may not make sense:<br /><br />A. Proximity to other useful spaces,<br />B. Further construction,<br />C. Further destruction,<br />D. Natural causes,<br />E. Bad ideas,<br />F. And the big one: Function - not every human-like activity allows for purely linear function, I would argue that not even MOST activity allows for such.<br /><br />That's not to say that there shouldn't be linear dungeons, but having them be the standard, especially for larger spaces seems... unlikely.Anonymoushttps://www.blogger.com/profile/05896515629513305242noreply@blogger.comtag:blogger.com,1999:blog-4881639213616245512.post-41165418504880490192011-06-10T12:15:15.077-04:002011-06-10T12:15:15.077-04:00Nice post Joe. I've always felt that while som...Nice post Joe. I've always felt that while some for the analysis of dungeon layout that's been done is interesting, it's also post-hoc, looking for patterns for which we have no evidence the early module designers were aiming for. So I think it is only so productive to make it into a dogma. I think variety is the key, so that one module might be one way and another module a different way.Dan of Earthhttps://www.blogger.com/profile/04957424338566461756noreply@blogger.com