Dungeons, especially the large ones, seem to be built in one of two manners:
wide - spreading out to the edges of a sheet of graph paper or
deep - smaller levels with stairs and chutes to lower levels
Back in the day, I was very much a "wide" style dungeon mapper. I was easier (and cheaper) to build a large singular level for a dungeon than to spread multiple levels onto multiple sheets.
These days, I find I prefer smaller levels with vertical progression - mostly having the PCs delve ever deeper into the dark depths, but occasionally climbing to higher levels of the "dungeon" environment.
Of course, mid-sized dungeon levels with a handful of levels works fine too.
So, "wide" or "deep" or somewhere in between? What say you?
Ghou'ld in the Mix - An Alternative Earth Clement Sector Rpg one shot - Session Report - Tonight we ran a very different 2d6 game mini adventure using the fan made Stargate Rpg for Traveller available in this thread on Mongoose's forums here. ...
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