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What's the best kind of dungeon structure?

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>What's the best kind of dungeon structure?
Stonehell kind. Megadungeon with many entrances and exits, yet a single area fitting to a couple pages.

>What's the best kind of dungeon structure?
I love the sort of dungeon that used to be one thing and has now been taken over / repurposed as another.

I'm sketching out a dungeon right now that used to be a secluded magical insane asylum until the prisoners broke loose and took over. Probably gonna have some spooky caves with psychedelic slugs or something running underneath it, but I still need a few more ideas to flesh the place out.

I like the kind with a one-way entrance. Get chucked into a hole that opens to caverns and try to find your way out.

Yes! I love these.

What are some interesting, different ways to do them? 'Cause my players started joking that all of my dungeons involve really long falls...

What is your favorite skill system? do you even use one at all?

DCC's skills and ACKS's proficiencies both have their good points. I also like 2e's weapon mastery.

Have it seem like a regular entrance, but then have an earthquake occur at some point and crush it. You can get really creative and have it change the structure of the dungeon if you're willing to go that far.

>dungeon that used to be one thing and has now been taken over / repurposed as another
This. I enjoy the layers of mixed up stuff that can build up, have some explanation but also allow for seemingly random encounters. How To Host A Dungeon really got me into thinking like that.

The asylum could have a bazar run by delusional weirdos with barely comprehensible barter systems and semi-functional oddities.

Its more of a hex crawl thing, but the boat can sink, leaving them washed up on the shore.

Listen, whoever makes these OPs: Stop putting nothing but the general /name/ and a retarded title in the subject line. It doesn't take much effort Old School Revival General, and is more useful than a dumb "Edition" quip.