Today, a couple of thoughts on dungeon design and game flow.

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Your dungeon design determines the flow of the adventure. If you have a linear dungeon with just one route to the end, you'll have a linear adventure and your players can feel railroaded. If you have different routes to the goal, your players may miss some areas. Are those areas less important to the story? If so, will players feel that they shouldn't explore? You can give players reasons to explore different areas, or have running battles take them into those other areas.

A dungeon is more than a map - it determines the plotline of a game and presents your players with specific choices. Those choices should be interesting choices, and players should feel rewarded for making them. Keep in mind how you'd like a dungeon game to progress when you design the adventure, and make sure that players can't skip important plot areas.

The map today is from the Lost City adventure by Logan Bonner: http://fantasticmaps.wordpress.com/i...e-fantasy-map/