
So the question is, how does one go about creating a full-size adventure? Being a geek I've been thinking about the two main computer system design methodologies - "Waterfall" (formal design) and "Iterative" (e.g. eXtreme Programming).
So I guess in a Waterfall-designed dungeon you'd start by writing a storyboard or narrative. Then plan the dungeon out on a paper "specification". Then decide upon characters, puzzles and monsters, and add them to your spec. Then build the whole thing and test it.
With an XP-designed dungeon you'd open up the editor program straight away, create the characters and the first couple of levels, test and tweak them, add another level, retest, etc. etc. The "plot" and the overall structure and even goal(s) of the dungeon would be constantly open to change according to whatever you think best at the time.
Perhaps a compromise approach is best - do a fairly rough design of the whole thing, then wing it thereafter?