Original Post by Sam Seer.

One, Two, or Three Exits

One, Two, or Three Exits.png
Image source: The Temple of Elemental Evil (1985)

A room with one exit is a dead-end; with two exits: a waypoint; with three exits: an interesting choice. Four or more exits is fatiguing.

This is uncomfortable for both the Referee and Players. For the Referee, they have to communicate too much information at once. For the Players, they have to comprehend too much information at once, and the pacing is ruined as the Referee describes 7 different doors (excluding the one you entered through, presumably).The excess will also surely mean the Players will ask for clarification now or later.

People can hold 1-3 pieces of information in their mind at once. This is true for NPCs. It is true for quest hooks. And it is true for dungeon rooms. When placing exits, do so deliberately to manage cognitive load and create pacing.

A room with one exit is a dead-end. This is...

A room with two exits is a waypoint. This is...

A room with three exits is an interesting choice. This is...

A room with four exits is a hub. This is...

All of this applies not only to rooms, but also points in the wilderness or sites in a settlement—anywhere that is composed of nodes and lines.

One, Two, or Three Exits 2.webp

Therefore:

Create rooms (or sites, or nodes) that have one, two, or three exits. If you must, make a hub with four exits— but no more. This improves pacing and manages cognitive load for all.


Favor 🌱 Simple Rooms, but give them 🌱 Dynamic Terrain. Pair with 🌱 Clues of the Road Ahead to make route choice meaningful, not arbitrary. If your design would benefit from four or more exits, you may want to GIVE THEM THE MAP.