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Towards Building a Better Dungeon
| Content Provider | Scilit |
|---|---|
| Author | Harris, John |
| Copyright Year | 2020 |
| Description | D&D traps can be nearly anything imaginable; pressure plates, tripwires, magical detectors, monster cages, flame shooters, etc., but roguelike traps are uniform in comparison. The only way roguelikes can get away with this is because nearly every other CRPG has even less interesting traps, if they have them at all. In roguelike design theory, traps exist to provide a cost for careless exploration. It is impossible to entirely negate the danger from traps, so the player must instead reduce this risk by not stepping on unnecessary spaces, and retracing his footsteps whenever possible. In classic D&D on the other hand, traps are everywhere, and an integral part of the game. In roguelike games, a pixie tends to be the same size, in terms of the game, as a dragon. Gnomes and giants take up the same space on the grid. They can all fit through the same doors and down the same narrow passages. Book Name: Exploring Roguelike Games |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2019-0-11989-5&isbn=9781003053576&doi=10.1201/9781003053576-77&format=pdf |
| Ending Page | 483 |
| Page Count | 5 |
| Starting Page | 479 |
| DOI | 10.1201/9781003053576-77 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2020-07-22 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Exploring Roguelike Games Visual and Performing Arts Traps Building Game Danger Giants Plates Dragon D&d Shooters Tripwires |
| Content Type | Text |
| Resource Type | Chapter |