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Vic Melenbrink's avatar

Great stuff as always. I'm sure it's a ton of work, but I really appreciate your analytical approach.

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Sergio's avatar

Thank you for this review, I've seen the module come up many times as a great module to run.

There's one thing I would like to add to the conversation of Choices, Context and Consequences, and dungeon 'loops':

We think that by giving several options of direction in a dungeon corridor intersection, and so creating loops, we offer choices. Those choices, however, lack meaning when there's no information at the intersection to influence the choice. "You arrive at an intersection and can go either East or West, what do you do?" vs “... there are drops of blood to the East; to the West you sense a putrid smell”.

When you have information at the intersection, or close to it, about what to anticipate further down the corridor you make a meaningful choice and incentivize exploration. Rarely do I see dungeons that key intersections/hallways providing this kind of information. I think Chubby Funster shares one sample dungeon the does this in his videos.

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