A fork in a dungeon corridor: a healing spring glowing soft green on the left, a small pile of coins and crystals on the right, a lantern hung between.
Painted card

Q21 · Chapter 03 · Dungeons & encounters

A choice every few waves

How often should the player make a meaningful noncombat decision during a dungeon?

Selected direction

The direction

Offer a meaningful noncombat choice at least every couple of waves: healing versus money/resources, temporary power versus lasting progress. Hades-style reward choices are a reference; dungeon-resident relationships are a possibility.

Recorded as: Selected cadence + options

Still to decide in this chapter

Round lengths, session duration and dungeon evolution/reset triggers are open. Timed rounds are favored; the old 10/15/20 wave counts are not requirements.

In this chapter