Blog book club #11: Three Clue Rule

@GusL you also talked about information design in dungeons back in Blog book club 3 in this comment. I read your two linked blog posts looking at the kind of dungeons suggested by OD&D and Gygax’s fortress modules.

I wondered if you (or anyone else) had expanded this more into principles / design techniques for making sure your dungeons include interesting and gameable clues. Like, Alexander’s advice of redundancy is very solid, but it’s not the be all and end all of information design for exploration based play.

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