Hello once again! The more I thought about it, the more I realized how important it is to say as much as I need to on the dungeon side of the RP while I still have the mind for it. That's not to say that this is the last word of course. That much will have to wait until I run a test scenario to try and gauge how all these features play together. I can't very well set up something with this many moving parts without at least [i]some[/i] testing. For now, it's all about that secondary part of the "Dungeon Overview", the intro to actually reading the dungeon map. Again, there's more that'll come into the picture, but I may be able to leave it as that for now.[hr]
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[h3][u]Dungeon Map Guide     [/u][/h3]	What follows is a working example of a [u]Dungeon Map[/u], a simple table-based grid that represents a single floor in a given dungeon, in this case one in multiple stages of completion. Following the parameters set by the DIT in play, limits are in place for the number of floors an actual dungeon has, with an average guideline on the number of spaces on each floor. Each navigable space will correspond to a piece of the map, as either a room, a corridor, or any part thereof. It is the DM's responsibility to prearrange all floor layouts to be encountered by any new run on behalf of a player team. Some floors can be planned ahead of time, but it might also be possible for the GM to stay one floor ahead of the venturing player team if they want.

	The sample itself has been divided into two stages to showcase the same map at the beginning and end of a team's exploration, with all of its spaces revealed. Keep in mind that there was no space limit for this sample, so nearly every space is filled. Within Stage 1, the player team has entered the floor through the leftmost 1x2 room, and have passed through a sideways hallway piece and arrived at a cross-section where one of its three available paths requires a special condition to be met before entry. By Stage 2, every reachable space has been identified, leaving the final "orange" room in the bottom row with its special condition still in play. Real dungeons in the RP may have "Abbreviated (Cursor-Activated) Text" (ACAT) functionality for every identified map piece, containing additional information both narrative and practical.

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[h3]Stage 1[/h3][table=bordered][row][/row][row][cell]
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[/cell][/row][/table][h3]Stage 2[/h3][table=bordered][row][/row][row][cell]
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[/cell][/row][/table][/hider][/center][hider=Map Marker Key][list]
[*][u][b]Active Cells (Highlighted Spaces)[/b][/u] are for spaces where the player party is located.
[*][u][color=black]█[/color] [b]Black Full Blocks[/b][/u] just mean a completely unknown and/or (currently) unreachable part of the map.
[*][u]█ [b]White Full Blocks[/b][/u] refer to open areas, and one or more blocks alongside each other make an open room.
[*][u]╬ [b]Box Drawing Characters (Double Lines)[/b][/u] are for pathways and corridors within a dungeon
[*][u][color=Gray]█[/color] [b]Gray Full Blocks[/b][/u] are also unknown parts of the map, but ones reachable by players from known, adjacent spaces.
[*][u][color=orange]█[/color] [b]Orange Full Blocks[/b][/u] are like gray spaces but can only be entered when certain conditions are met (i.e. locked doors and obstacles). Marker will be identified when accessed, and color will change to white when conditions no longer apply.
[*][u][color=ed1c24]█[/color][b] Red Full Blocks[/b][/u] signify room spaces where the stairs leading to the next floor will be found.[/list][/hider]
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[hr]Probably another dungeon-related section in the farther future, but overall I may be up for moving on to something a little different, something to break up all the mechanical stuff I've been doing up until now. I'm gonna push myself to get back into some spritework for one, while I arrange another public spot on Aurora's "map". I'll let you know where my mind is at from there, but I'm pretty sure that crazy idea I totally thought of first can come start to come into focus. Sure I can tell you now, but I'd rather you be disappointment over it later. For now though, I appreciate you taking the time to read this update and hope you take care until I see you again.