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Why? Because fuck you, that's why.

Name: Anonymous 2012-09-04 5:48

1) A Dungeon should be Challenging

     In any dungeon there should be the possibility of failure - this is, of
     course, an entirely different thing from the certainty of failure.

2) A Dungeon should Make Players Think

     Don't lead players down the garden path of adventure; if there is only
     one way to get through the adventure, or if it can be solved by brute
     force or dumb luck, why bother playing?  I could write a program to play
     for me.

3) A Dungeon should not be Tedious

     If I'm attacked by a group of one hit monsters every 6 steps, I'm gonna
     get bored.  If I get bored, I may not finish the adventure.

4) A Dungeon should have A Plot

     Good dungeons share some elements with good writing: plot, character
     development, pacing, drama.  The players should be given an introduction
     to the story, provided with a clear motive, and given clues on what they
     should be doing.

5) A Dungeon should be Logically Consistant

     If a party cleans out an area, they should not continue to encounter
     wandering monsters there.

     If a monster has been set up as the major villain of the piece, there
     should not be more powerful monsters around unless A) the less powerful
     monster is serving the more powerful (not neccesarily discovered by the
     party until the less powerful monster is defeated), or B) the two are in
     direct competition (in which case, one monster may recruit the party to
     fight the other).

     If an area has been described as unpleasant, there must be a reason for
     people being there.  Remember, most AD&D monsters are thinking
     beings who want the same things as you or I - food, safety, comfort. 
     The worse the environment, the more powerful the motive for being there
     must be.

6) A Dungeon should not be Restrictive

     One of the advantages of role-playing over reading is the opportunity to
     influence, if not outright decide, the outcome.  The more choices a
     player has, the involved they get in the game;  the more involved a
     player is in a game, the more they will enjoy it.

7) A Dungeon should be Balanced

     If you design your dungeon for first level characters, don't expect them
     to defeat a dragon.  The other side of this is that if you design your
     adventure for 20th level characters, dont waste their time fighting
     something like kobolds - a kobold CAN'T hit the average 20th level
     character, and at that level, even Magi can kill one in a single blow.

8) A Dungeon should be Rewarding

     The PC's need a motive for risking their lives.  Think about your
     characters - to them, this is LIFE AND DEATH - what lies at the end of
     this adventure that makes it worthwhile?

9) A Dungeon should not be Monty Haul

     This is actually a complement to 8, but I felt it important enough to
     get its own point.  Magic is a very powerful thing, and should be rare. 
     The more powerful it is, the rarer it must be.  While +1 items are
     (relatively) plentiful, +5 items should be nearly unheard of - the stuff
     of legend.

     Think of it this way:  The most powerful magic items available in FRUA
     are +5.  Characters can advance to 40th level.  If they already have +5
     equipment at 10th level, WHAT MOTIVE DO THEY HAVE FOR CONTINUING THEIR
     CAREERS?

10) A Dungeon should be Enjoyable.

     Following these rules should help achieve that goal.  If the other rules
     need to be bent to achieve this end, do it - but be SURE you know what
     you are doing.

Name: Anonymous 2012-09-04 6:45

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Name: Anonymous 2012-09-04 11:28

Play NetHack.

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