Pioneered by a gentleman named Johnn, I've decided to have a go at the five room dungeon model. Here's a link to his original thought. This model particularly appeals to me, as I've been experimenting with short, episodic sessions and modular sessions that aren't quite as plot oriented. The five room dungeon streamlines this process significantly.
At its core, it's pretty simple: five rooms in a classic D&D-style adventure with a fairly straightforward layout and design. As I prefer more intricate, social, and puzzle-oriented adventures, this is also a model that can be adapted outside of the standard dungeon model. Rather than using physical rooms, I extrapolate each "room" to describe a specific encounter or interaction. It could be combat-based, it could be a simple dialogue, but it should have branching paths that allow different play styles to succeed. In any case, check out the article. Post what you think below.
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