Great stuff
@grodog . I think you see it very clearly. This reminds me a bit of your articles in the
Twisting Stairs. (
quotidian!) I look forward to your blog post.
I will admit that I personally don't create a with such a God's Eye View towards the setting. (fraction of empty rooms, fraction of encounters, etc.) What you are doing is considering the player experience which is probably the "good DM" way to do it. What I do, (the bad DM method?) is imagine the space, think about the entities in it or it's original intended purpose, and just kept pulling on that logical thread. It's really nothing more than saying,
"This is house. It needs a kitchen, a bedroom, a bathroom, etc.", or similarly the verisimilitude (Gygaxian Naturalism?) that prevents a bizarre fun-house type of dungeon with a red dragon closeted in a room next to a bunch of orcs.
My method all hinges on some sort of brainstorm for the initial concept that is hopefully not too
dry or
overdone (note theses are both cooking metaphors, I haven't had breakfast yet)---whatever that might be. Then there are a bunch of meat-and-potatoes (another food analogy!) elements that are needed to support the core conceit. I know, I'm not really saying much...but it's just a wind-up for the next point.
In order for that basic infrastructure, built around a single central idea, not to be too predictable, I then (like some over-sized bunny), I start dropping in
Easter Eggs. Things that don't belong. So that even I (and hopefully later the players) say,
"Hey! I didn't expect to see you here!".
(To which you all should have chimed,
"Nobody expects the Spanish Inquisition!")
Maybe this is my personal concept of
gonzo, i.e. not a wholly bizarre and faux-medieval breaking location, but a small pocket of chaos tucked in a carefully built up backdrop of status-quo logic. Duck-duck-duck-duck-
goose!
Guy Fullerton did this recently in what he is preparing for the OSRIC 15th anniversary product. A wacky
Many Gates of Gann style laboratory in a hidden layer behind the more classical D&D foes i.e. an Easter Egg!
It only solidified in my mind recently, as to what I had been doing all along unconsciously. Giving it a label now opens it up to radical abuse and overuse!
One more mental conceit: I think complex topography can be, in a sense, a non-linear dungeon stand-in. So long as you are crawling up/over/in-between and around---now inside, now outside, etc...it results in the same sense of choice for the players (even outdoors).