Best bit is at the end where the author is taking distinct mapping methods and sharing how they can be incorporated in different scopes of the game.
Best bit is at the end where the author is taking distinct mapping methods and sharing how they can be incorporated in different scopes of the game.
Very cool to see these different types of rooms. I like the Stygian Dungeon style (of course I do, based on how much time I spent putting the Numenera dungeon generator into Foundry), but Point Crawl dungeon is neat too. I also think the Flux Dungeon is really cool. The Shallow Room/Deep Room distinction rocks. The thought about combining them is really cool too.
Great blog post, thanks for the share!