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Title: Dungeons Done Right — The Old-School Secrets of Real OSR Dungeon Play
Duration: 00:10:37
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Welcome to the tavern, my friends.
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Tonight, we descend below ground, not
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into any specific dungeon, but into the
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idea
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of the dungeon itself. The dungeon as it
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was understood in the early days, the
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dungeon as the OSR
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still understands it today. Because
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here's the truth. Most gamers think they
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know how dungeons work,
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but the old school dungeon, it's a very
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different creature from the modern
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adventure paths, carefully scripted
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hallways and such. No, in BX, in OD and
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D, and AD and D, the dungeon is a living
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system. It's not just a map. It's not
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just encounters. It's it's a machine.
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That machine creates tension, choice,
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consequences,
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and story. So, tonight we're going back
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to the roots of the game to talk about
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dungeons done right the OSR way. Grab a
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torch, check your rations, and let's
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dive in.
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If you take nothing else from this
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episode, take this.
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In old school play, a dungeon is not a
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set of rooms. It's a procedure. It's a
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sequence of pressures, choices,
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and
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most importantly, risks.
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Modern adventure design treats the
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dungeon like a like a narrative
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location. Old school design treats it
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like a clockwork engine.
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Lights run out. Time advances. Wandering
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monsters loom. Noise carries. Tracks get
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left behind. Morale breaks. Circuits
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form. Roots open and close.
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Every turn is a pulse. Every room
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is a decision. Every path
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is a gamble. When you see the dungeon
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this way, suddenly everything
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makes sense. It's why mapping matters,
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why timekeeping matters, why torches
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matter, why random encounters
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matter.
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They are gears in the machine.
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And this is where OSR dungeons shine.
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Not because they're deadly,
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but because they're alive.
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A proper OSR dungeon isn't linear. It
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isn't a checklist. It isn't a sequence
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of set pieces.
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It works on three tiers.
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The micro tier, one that you're probably
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most familiar with, is that room by room
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tier.
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It's about decisions.
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Every door, every chest, every hallway,
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players must ask, "Do we open this? Do
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we force it? Do we risk making noise? Do
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we search? Do we move quickly or
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carefully?"
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At this tier, a single torch burned too
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long
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can change the tone of the entire delve.
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But then you have the mid tier, the
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circuit.
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This is where OSR design,
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dungeon design reveals its genius. A
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good dungeon isn't a straight line. It's
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a loop. Players leave the entrance,
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explore, branch off, get turned around,
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and eventually reconnect with known
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territory.
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When players say, "Oh, we're back here.
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That's not coincidence. That's design.
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It's how players learn a dungeon. It's
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how they build mastery.
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It's how tension resets without breaking
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immersion.
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Modern adventures rarely give circuits.
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OSR dungeons
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live on them.
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And then
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you have the macro tier. the dungeon as
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an ecosystem.
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And this is where you, the DM, breathe
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life into the stone. A proper dungeon
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has factions, rumors, territories,
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sounds that echo through different
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levels, creatures reacting to players
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actions, weak walls, secret routes,
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dangerous shortcuts.
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And before you ask, it has to have all
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of that. No, it doesn't have to have all
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of that.
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But it has to have a good portion of
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that. I think of Baramese. Baramese has
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weak walls. You can pound your way and
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make your own shortcut. But that too has
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its own cost, right? Noise, wandering
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monsters.
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The OSR gets unfairly painted as gotcha
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gaming.
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But the truth,
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old school play is about telegraphed
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danger. Players should always feel the
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tension before facing the threat. You
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don't just say there's a pit trap. Save
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versus death.
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You should be saying the dust on the
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floor looks disturbed.
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A faint draft rises from the crack.
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The torch light disappears into
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blackness beneath the flag stone. See,
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danger
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is not a surprise.
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Danger is a decision. Overard dungeons
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are not about punishing players,
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generally speaking, but they're about
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giving them enough clues to punish
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themselves if they ignore them.
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Just going to throw this out there.
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Played in Greg Gillespy's
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uh
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latest bar maze release at North Texas
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and that's how Greg
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runs games.
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A lot to learn from that.
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Now, if the dungeon is a machine,
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wandering monsters are the metronome
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that keeps the pressure on because they
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do four things. They do them well. They
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prevent players from dawling.
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No five hours researched every square
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inch marathons such lies madness and PC
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death. They make noise matter. Kick down
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a door.
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Try to break or portalith. The dungeon
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hears it.
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They make retreat meaningful. You might
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not face the same foes twice, and they
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make time a resource.
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Torches and turns and monsters equals
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tension,
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and tension makes for a better game.
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I know some folks are like, "Huh?" Trust
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me on this. A dungeon without wandering
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monsters isn't a dungeon. It's a museum.
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Now, we've gone over this one before.
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One of the most elegant OSR mechanics
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and one of the most ignored in later
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editions is morale.
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Morale is realism.
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Morale is pacing. Morale is mercy.
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Because here's the secret. Old school
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monsters don't fight to the death.
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Half your combats end in surrender or
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retreat or negotiation,
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which means combat becomes faster, more
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tactical, more meaningful, and less
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grindy.
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It's not about balance.
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I don't like that word when it comes to
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the OSR. It's about behavior.
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Morale brings the dungeon to life.
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And the beauty of an OSR dungeon is that
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adventures happen because of the
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dungeon, not in spite of it. Players get
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lost. They find forgotten hallways. They
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open doors they soon regret.
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They take shortcuts they shouldn't. They
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negotiate with strange factions. They
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descend further than they had intended.
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And when they finally escape back to
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daylight, treasure in hand, torches
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burnt out, hearts pounding.
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That story didn't come from a script.
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It didn't come from a railroad. It
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didn't come from an adventure path. It
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came from choices.
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The dungeon is a generator of tails,
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not a container for them.
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So
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Zap's dungeon's done right, not as a
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static map, but as a living engine of
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tension, exploration, and discovery.
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The old school dungeon isn't about
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punishing players. It's about giving
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them a world that reacts,
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shifts,
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and even challenges them at every turn.
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If you want more of this kind of deep
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dive OSR philosophy,
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hit the like button, drop a comment,
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subscribe
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for the next Tavern talk,
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and be sure to tune in for tomorrow for
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the membersonly episode, Dungeon Design
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Secrets, Loops, Telegraphing, and bring
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a map to life. Until next time, stay
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safe, be well, and God bless. I'll see
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you all
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at the tavern.
