Most adventurers are young striplings, fresh out of adolescence. Hell, depending on your game system or edition, half-orcs can take up an adventurer’s life at the tender age of fifteen!
I rushed out of class, Amorphis’ Tales from a Thousand Lakes blasting on my headphones. My schoolbag, covered in a menagerie of metal band patches, dragged low to the ground. I didn’t recall much from last hour’s math teachings, as my mind was on a totally different plane, thinking about how my players had just unlocked the clue to enter the next dungeon.
I’ve previously written loads of articles about good dungeon design. However, I haven’t thus far listed the things you absolutely should not include in your dungeons.
This question occurred to me the other day, while I was out for a run. What sucks most about GMing?