âMULTIPLE ENTRANCES: Multiple entrances give the PCs an immediate strategic choice as they approach the dungeon complexâ
âLOOPS: Branching paths in a dungeon allow for choice, but are still functionally linear in their designâ
âWhere things get interesting is when you grab a couple of those branches and hook them together into a looâ
âMULTIPLE LEVEL CONNECTIONS: If there is only a single route leading to the next level of the dungeon the complexity of the current level is collapsed into a chokepoint. But if you introduce multiple connections between the dungeon levels you create a synergy between complex level designsâ
âDISCONTINUOUS LEVEL CONNECTIONS: In a linear design, the levels of a dungeon must proceed in their predetermined orderâ
âBut once you introduce multiple connections between levels, you are free to have some of those connections skip levelsâ
âSECRET & UNUSUAL PATHS: These are fairly self-explanatory. They reward curiosity and exploration, and can also breathe fresh life into areas of the dungeon which have already been traversed.â
âSUB-LEVELS: The distinction between a âlevelâ and a âsub-levelâ is somewhat arbitrary, but perhaps the defining characteristic of the sub-level is that it departs from the main âsequenceâ of the dungeon. It may be smaller than the other levels of the dungeon; it may be difficult to reach; or both. As such, sub-levels serve as boulevards of discovery or elaborate shortcuts (or both).â
âDIVIDED LEVELS: Similar to the concept of a sub-level is that of the divided level. While existing within the main âsequenceâ of the dungeon, a divided level cannot be completely traversed without going through the levels above or below it.â
âNESTED DUNGEONS: Nested dungeons are sort of like sub-levels or divided levels on steroids. Imagine designing two separate and distinct dungeon complexes, but then linking them together at selected locationsâ
âMINOR ELEVATION SHIFTS: When the PCs come to a staircase they may naturally assume that they are going up or down to a new level of the dungeon. But by including minor elevation shifts within the topography of a single dungeon level you can confound their expectationsâ
âMIDPOINT ENTRY: I donât think Jaquays ever used this technique, but you can complicate the playersâ approach to the dungeon by creating immediate bilateral explorationâ
âNON-EUCLIDIAN GEOMETRY: If you want to have some real fun, consider using non-Euclidian geometry. These Escher-inspired designs can result in counter-intuitive navigation and may even result in PCs moving between levels without realizing that itâs happenedâ
âEXTRADIMENSIONAL SPACES: Sections of a dungeon complex may lead into areas completely beyond the dungeon itself while still remaining intimately tied to the dungeonâs topography and/or experience.â
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