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DUNGEONs: class structure

0.

Spatially, a dungeon is a set of rooms arranged in an order.

Gameplay-wise, I want the dungeon to feel like a gestalt: a dungeon-challenge that is more than the sum of all room-challenges.

1.

I think of two components for DUNGEONs:

The tools used to define the dynamic component of a dungeon gears.

2.

By hard-prep I mean devoting more time to define elements that 1) are likelier to show up during gameplay; 2) that have a higher truth-value; 3) serve as the main gameplay elements.

By soft-prep I mean spending less time defining elements that 1) are not as likely to show up during gameplay; 2) have a lower truth-value in the fiction; 3) serve as inspiration and theme-reinforcement.

All prep should be short, loose and inspirational.

But some prep is shorter, looser and more inspirational than other.

3.

A DUNGEON is a set of ROOMs and enhanced by GEARS.


Reach out

  1. Random encounters, NPC names, escalating dangers, clocks and locale-specific mechanics are all parts of the dynamic component. Not every dungeon needs all of them, and the list is not exhaustive. They often involve, or are part of, procedures.

#dungeons #eng