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.







