This first feature covers the elements that one might consider when thinking of dungeon design. This thought experiment led to what you are reading now, the first in what I am hoping will be a series about what goes into making great dungeons. That said, most RPGs I’ve played over the past several years featured mediocre dungeons that left me questioning what makes a good RPG dungeon. Dungeon navigation has always been one of my favorite aspects of any good RPG. I don’t know about you fine folks, but the RPGs I grew up with were chock full of dungeons to explore - whether they were caves filled to the brim with bats and other nasty critters or traditional elemental dungeons (think lava caves, water temples, and dark forests) filled with traps and puzzles. Dungeon Crawlers #1: What Makes a Great RPG Dungeon? RPG Fan posted an article on the characteristics that made great RPG dungeons.
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