this post was submitted on 20 Jun 2024
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[–] Jomega@lemmy.world 30 points 4 months ago (3 children)

If you're making your dungeons from scratch, try taking some design cues from a Zelda game. (Excluding the NES ones) In those games every room has an essential function necessary for progression, so none of your hard work will go unappreciated.

[–] Susaga@sh.itjust.works 19 points 4 months ago (2 children)

Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.

Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.

Instead, I recommend you just accept that you might work on something the players won't see. Save that stuff for later.

[–] azrendelmare@ttrpg.network 8 points 4 months ago

I recently played A Link to the Past for the first time, and several dungeons have rooms (and even big treasure chests) that are not necessary for completion. Still did it, though.

[–] samus12345@lemmy.world 6 points 4 months ago* (last edited 4 months ago)

Most people just flip it over and skip the maze.

I really appreciated that they let you do that. "So what if I just, like, flip it over?..."

[–] Schadrach@lemmy.sdf.org 5 points 4 months ago

Want to reduce the rushing and door kicking? Take your design cues from AD&D modules S1 and S6. Aka the Tomb of Horrors and the Labyrinth of Madness. Especially the Labyrinth of Madness.

[–] DudeDudenson@lemmings.world 2 points 4 months ago (1 children)

Wouldn't your players then know the layout of all your dungeons if they find out?

[–] Susaga@sh.itjust.works 4 points 4 months ago

They said "design cues", not "designs". Research, don't plagiarise.