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@ Terqy Jerky: I hear you buddy. I have over-detailed plenty of settings and adventures only to have them be ignored and overrun by murder-hobos. That's why I'm shooting for that sweet spot.
The Aux-man alludes to it with his brilliant analysis on B2. As always Lord Maulous of the Aux, I bow to your wisdom. You don't need to define every aspect of your villains' lairs but to the other extreme just saying "Monster with pants lives near other monster with pants because reasons" and rolling the first initiative is a little TOO undefined in my opinion.
Other opinions may vary and I completely respect that.
So I'm looking to create something between the 2 extremes. I think I have the beginnings of it. I've added a couple paragraphs of fluff to the setting so as to paint some broad strokes which help define its place in a larger world.
Now if the players are like "screw your lost city; I'm just gonna wander into the west..." I have a basic concept of what they'll find before they get there and I'm not caught off guard. By the same token I've got no less than 6 different sources to mine for random encounters suitable to that western area and I feel confident in my ability to spontaneously develop from the combo of vaguely defined area + randomly generated detail or encounter.
Also I've begun looking at similarities. There's
As such I've crafted a secret society for good scattered across the land working against the evils of the above detail. I've found similarities or at least some connection points between some of the details specific to Barakus. From these I've created a historical element which is about to unleash evil anew.
As for the defined space of the caves in the adventure and the monsters themselves, just adding simple changes like venting, an occasional stream of seep or whatever are enough for me and hopefully my players. Why would an orc barbarian with a pair of dogs live an what amounts to an undefensible crossroads cave instead of right down the hall where there's a dead end ledge leading into an equally dead end pit below? For one he's not too bright and for another maybe the cave he's in has a steady stream of water tricking through the walls; fresh air, water and occasionally a bold underground creature like a rat or bat passes through for him or the dogs to seize upon.
As for crafting alliances and defining relationships within the dungeon society, I'm still tinkering with that...