Last night, Dunder Moose had on a panel to discuss fixing your suck-ass dungeons.
From a design perspective dungeon design is the same as working out a decision tree.
This is why you need to keep choices to a few options; the panel notes that cognitive load is a thing, so keeping things down to no more options than you can count on one hand, at most, and framing your design decisions in the form of a decision tree will help you make a playable design that hits.
The panel's comments and insights on design are worth the watch.
Links:
- Macris, "Before All Others" (The Elf Book for ACKS) crowdfunder
- Pulp Hummock Press, "Gods of the Forbidden North vol. 3" crowdfunder and site
- COLDLIGHT PRESS (site)
- Chubby Funster's DriveThruRPG Page
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