Yeah it can be a good approach! Sometimes being comprehensive can add a level of complexity that's unmanageable (see the list of all 6-node graphs haha), but in this case I think it works well!
It’s very much intended as a framework rather than a rule 😊 it’s a prep tool essentially. Think of it as a list of prompts rather than requirements, with a structure that’s designed to stop you forgetting to connect elements of a room!
I’ve definitely had dungeon room structure theory on the brain. This is a step forward!
I love any attempt to map something like this in its entirety
Yeah it can be a good approach! Sometimes being comprehensive can add a level of complexity that's unmanageable (see the list of all 6-node graphs haha), but in this case I think it works well!
is like chemistry 101 but for dungeons 😆
Haha that’s the idea 😁
Interesting way. I think this would really excite “BroSR” - create really complex encounters from dice rolling.
I’ll take this more as a framework when I’m writing my Daring Tales, each encounter will have elements of this without so much of the randomness!
It’s very much intended as a framework rather than a rule 😊 it’s a prep tool essentially. Think of it as a list of prompts rather than requirements, with a structure that’s designed to stop you forgetting to connect elements of a room!