CAUSALITY: Ecology, Gonzo, and Randomness in Dungeon Design
Basic Concepts If you've been in the D&D circuit long enough, you've probably heard of "Dungeon Ecology." For the uninitiated, Dungeon Ecology is a reference to the element of dungeon design that takes into consideration that you have living (usually) creatures living in closed environments. You've got two polar opposites on this spectrum: total plausibility and utter chaos bereft of any semblance of verisimilitude. It's easy to picture the latter: You travel down the derelict halls of the ancient catacombs, the measured clanging of your iron footfalls echoing down the path. Taking a turn at the end, you see three elves in pink spandex. Immediately, they begin hurling water balloons at you while a Bugbear plays solitaire. Nuts, yeah? This is clearly a medievalesque crypt. Where'd they get the spandex? The balloons? Let's try another. You enter the room. The odor of feces, piss, and straw fills your nostrils as you spot a few goblin infants resting