Rhetorical Questions for Dungeons
Understand how challenges and rewards interact with room layout. A deathtrap in a chokepoint of the dungeon makes dealing with the trap necessary for progress. Is this a crucial obstacle or a permanent hindrance? Loops allow the party to approach a challenge from a different angle. What might be in the room that needs a new perspective? Branches allow interchangeable exploration of rooms. Should the room contents be interchangeable? Interconnectivity promotes exploration and keeps players hooked. Locks and keys (not necessarily literal) are enticing as they show you rooms, implicitly or explicitly. What might be worth locking up? NPCs may give information about the dungeon - what information might be smart to give? Fragmented items gives hints to another part. What is so dangerous it needed breaking? Secrets are tweaked by their degree of concealment, but hints don't give answers. A gap in a map suggests a hidden room, but only suggests. When should a gap hide a secret? Knowing the...