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Potential Tactical Space If you're playing a game with lots of empty dungeon rooms, then you should consider all of those potential combat zones. And you should consider making them have tactical value in some way that maybe players or smart monsters might try to move the fight into a location better suited for them. Narrow bridges, chokepoints, places ...


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There's some very good answers here. I thought I'd add a few concrete examples to flesh out some of the guidance. In the classic module G1 Steading of the Hill Giant Chief by Gary Gygax, the dungeon is a working fortress - the base of the Hill Giants. As a result all the rooms have some role to play in its operation. An intelligent set of players will learn ...


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I occasionally run 'Random Dungeons' usually short-term (no more than a dozen sessions), low level game (usually under level 7 or so), using the charts in the back of the AD&D DMG, combined with some of the charts in the 3.5 DMG. The players always have fun trying to figure out what the rooms are for, based on the randomly-rolled 'dungeon dressing'. If ...


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Making Empty rooms do something Whilst this may not specifically be the kind of answer you're looking for, make something they do in one room affect another room. For example, there may be a hidden lever in a torch sconce that when you flip it opens a locked secret door the PC's found in another room they were in before Giving them a story Like Magician ...



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