This is an OSR Pattern. If you haven't read one before, scroll to the bottom for some context! One, Two, or Three Exits 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, yet may have its place. Sometimes, you'll see a dungeon room that has way too many doors: The Temple of Elemental Evil (1985) This is uncomfortable for both the Referee and Players. The Referee has to communicate too much information at once. The Players have to comprehend too much information at once; they 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 pacing. A room with one exit is a dead-end . This is... A cognitive break, as the Players have reached a terminus. A tactical nightmare (no escape) or a fortifiable...