I’m still in the middle of reading through the book, and I’m having a great time. The one issue I have as a GM is that the Mapless Dungeons are set up to run sequentially: Location A, which exits into Location B, which exits into Location C, etc. If the PCs are exploring a ruined city (for example), shouldn’t there be the option of Location A going to Location C directly?
I’m a devoted follower of Justin Alexanders Node-Based Design (https://www.thealexandrian.net/creations/misc/node-design/node-design.html), and I’d like to combine Mapless Dungeon with Node Design. This would require multiple EXITs, so we could have five locations instead of four, with location 5 being the other EXIT, which would not be immediately discoverable. When a location gets crossed out, all locations above it would chunk down a slot, so there would be two EXITs (3 and 4) available.
I rather like the idea that an area could have more than four locations. If there were, say, six locations in an area, locations 5 and 6 would not available for immediate discovery. Location #4 would be an EXIT, but not the only EXIT. Locations 5 and 6 would be only discoverable after some searching, representing secret doors or just ways that are harder to find…
Thoughts?