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I've been watching this discussion about corridors with a considerable lack of interest, but in the spirit of saving our dungeon from the absolute clutter a corridor maze dungeon would be I suggest this simple solution:
Between Trap Room X and Trap Room Y there are three Corridor tiles that connect them, each 1x1 and unconnected to each other. Only one of these Corridors have a door to Trap Room Y, the rest are dead ends. However, which corridor has the door in it is randomized on invasion, forcing potentially two backtracks before the real pathway is found.
Of course this is easily countered by larger parties by simply splitting up and sending in one person per pathway, but in such a scenario we still force two additional saving throws for Trap Room X. Later, if we unlock Corridor traps, these pathways could be extended to let's say 3x1 and include hazards that make it too dangerous for a single adventurer to traverse, forcing additional people down each pathway.
This is the simplest and most cost-effective way to force additional checks and saves us from building clutter-mazes for infinte DP.
That said, I personally enjoy the compact layout of our first floor and would prefer to keep it that way. Leave corridoring to the lower floors instead, and maintain the cozy first floor as it is.