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Our January hangout will be Saturday, January 16th @ 4pm. Add that to your calendars now!

UPCOMING STREAMS @ Twitch:

TUESDAY, JANUARY 5th @ 6:30pm CST - TBD
TUESDAY, JANUARY 12th @ 6:30pm CST - TBD
SUNDAY, JANUARY 24th @ 1:00pm CST - Actual Play: TBD

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Anonymous

This is great. I always struggled to work out what they were for because I was trying to work out how to use them to design rather than analyse. So this discussion was very helpful. I also didn't realise the nuances of removing side rooms and false loops. I have one question though: What do you do if your dungeon can't be represented on a plane without lines intersecting where they don't on the dungeon? After reading this I tried applying it to a "dungeon" I used in my UA game last night and because of the number of transitions between floors I got as far as putting 2 floors on the diagram but then realised I had no way to put the basement on without lines from the basement overlapping either the ground floor or top floor.

justinalexander

I mention this briefly in the article, I think: Melan would arbitrarily split his diagrams to conserve space / make them fit, connecting the dismembered bits with dashed lines. It's important to remember that the diagrams have no actual relationship to physical space. They're like subway maps, where spatial relations and distance are not so much distorted as discarded.

Anonymous

I'd seen the bit about separating the diagrams but somehow hadn't put it together that it was to avoid the extra intersections. Lines will still have to cross, as is an inevitability when putting a certain number of connections onto a 2d plane, but I suppose because they're dotted lines that don't represent a real path it's a lot easier to understand.