Came here from the Questing Beast, I liked this video a lot. I often think about verisimilitude during TTRPGs. My favorite play style involves psychological realism. When I DM I like to present very sensible-seeming surroundings and people to the PCs. I love the idea of using Maslow's Hierarchy as a framework to create sensible dungeon-dwellers. I liked imagining a strange species / culture that put aesthetics at the very bottom, focusing on increasing the relative beauty of their surroundings even before securing clean water. Maybe they NEED the beauty even more than they need the food or water... Anyway, thanks very much for doing this video. I think I'll be watching it again for reference.
Great stuff. I’ve always felt adventures should be a bit of a mystery, & making them make sense is important to that. The players have to believe they can apply logic to the dungeon if they’re going to have any hope of figuring out the mystery of what happened to Sir Daggoth or whatever.
I loved this. As an older gamer, I used to cringe when DMing early ADD modules with those bizzare dungeon designs. Now, having spent 5 years in Germany (US Army) and studying many castles and old structures, then becoming a builder later in life, I cannot run those old designs. There can be interesting twists but building anything takes planning and effort so it has to make sense. This approach is excellent and I intend to incorporate it soon. Thanks.
Came here from the Questing Beast, I liked this video a lot.
I often think about verisimilitude during TTRPGs. My favorite play style involves psychological realism. When I DM I like to present very sensible-seeming surroundings and people to the PCs. I love the idea of using Maslow's Hierarchy as a framework to create sensible dungeon-dwellers.
I liked imagining a strange species / culture that put aesthetics at the very bottom, focusing on increasing the relative beauty of their surroundings even before securing clean water. Maybe they NEED the beauty even more than they need the food or water...
Anyway, thanks very much for doing this video. I think I'll be watching it again for reference.
Always interesting to see more ground design thinking when it comes to dungeon design. Very nice
Great stuff. I’ve always felt adventures should be a bit of a mystery, & making them make sense is important to that. The players have to believe they can apply logic to the dungeon if they’re going to have any hope of figuring out the mystery of what happened to Sir Daggoth or whatever.
I loved this. As an older gamer, I used to cringe when DMing early ADD modules with those bizzare dungeon designs. Now, having spent 5 years in Germany (US Army) and studying many castles and old structures, then becoming a builder later in life, I cannot run those old designs. There can be interesting twists but building anything takes planning and effort so it has to make sense. This approach is excellent and I intend to incorporate it soon. Thanks.
Pretty cool. All those years of designing dungeons and lairs...and I was doing things right all along.
Great video! I will bookmark it for future reference.
Your videos are excellent!
This was extremely helpful, thank you for taking the time
Thank you, nonsensical dungeons bother the hell out of me.
No one survives comfortably in a dungeon. They're not there by choice. I thought this was common knowledge...?