Is writing a good dungeon crawl is harder than writing a good hex crawl?


Is writing a good dungeon crawl is harder than writing a good hex crawl? Or do I just have some weird mental block in place?

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  1. Absolutely. The map I'm working on sort of ended up with "zones," groups of related rooms, which I like. But now I need to give incentive to explore and make different zones related to each other. Also trying to follow the maxim of putting something interesting in every room, even if it's "empty."

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  2. One theme I find helpful is "jealous neighbors." Monsters tend to want things their neighbors have. The grass is greener, you know. If you have factions scheming to rob or displace or enslave each other, then you have PCs roll in and make friends and enemies, that motivates a lot of activity.

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