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First time making a "serious" dungeon! How do you do it?
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<blockquote data-quote="Imaculata" data-source="post: 7022807" data-attributes="member: 6801286"><p><strong><u>Theming, setting and looks</u></strong></p><p></p><p>The first step in my dungeon creation process, is to pick a theme or setting, and stick with it. A strong theme and/or setting allows for interesting combat encounters and obstacles, and also exciting visuals and story telling. </p><p></p><p>So the first thing you should always ask yourself is, what does the dungeon look like on the outside, and on the inside? What sort of rooms might one expect in such a location?</p><p></p><p><strong><u>Spaces</u></strong></p><p></p><p>The next step is to place these rooms on a map, and connect them in such a way that they create an interesting maze-like structure. I tend to favor having branching paths, but not too many. I like the idea of giving my players choices in how they tackle the dungeon, rather than having this linear slog through this maze.</p><p></p><p>Don't forget to utilize multiple floors, height differences, swimming sections and climbing sections. The players have an elaborate repertoire of skills that allow them to navigate your dungeon in a multitude of ways.</p><p></p><p><strong><u>Puzzles</u></strong></p><p></p><p>Puzzles are of course an interesting addition to any dungeon. But you want to make sure that the puzzle is not too convoluted. And if you have any doubts whether your players will be able to solve it, then maybe make it not mandatory, and not take too long? Puzzles are also a great excuse for a little backtracking, and to have players explore every corner of your dungeon just to acquire that key item that they need to access another area.</p><p></p><p><strong><u>Combat</u></strong></p><p></p><p>When designing combat encounters, don't forget to make the spaces in which your players fight, interesting. Add height differences, hazards, and objects that the players could use to their advantage. Maybe there are alternate ways for the players to defeat their opponents, other than a straight up battle? Maybe there is a way for the players to sneak up on their opponents via some secret path?</p><p></p><p><strong><u>Secrets</u></strong></p><p></p><p>I try to include at least one secret passage or treasure in every dungeon I design. I know my players like searching for secrets, so I don't want to disappoint them. But secrets are never mandatory, and I don't feel obligated as a DM to lead my players to them.</p><p></p><p><strong><u>The art of removal</u></strong></p><p></p><p>In my experience, it is often better to leave stuff out, then to cram your dungeon full of things that your players may not end up seeing at all. Make sure that the dungeon does not outstay its welcome. It doesn't have to be a 12 floor maze of epic proportions. Sometimes removing elements makes the overall experience a lot better. Does the dungeon really need a west wing, if its just going to be full of filler? Maybe just have that wing be collapsed, and hint that there was a larger complex once. The same for all those pointless dead ends, get rid of them. What seems fun on paper, may not always be as enjoyable for players during an actual session. Fill your dungeon with meaningful content, and get rid of any rooms or corridors that feel like filler. Condense the excitement, by having every room in your dungeon have meaning and purpose.</p><p></p><p><strong><u>Surprises</u></strong></p><p></p><p>Don't forget to add some unexpected things in your dungeon. Sometimes the corridor that looks like a trap, really isn't. Sometimes the floor that seems safe, suddenly collapses and drops your players down to a lower floor. Are those waterfalls merely for decoration, or are there enemies with ranged weapons hiding behind them? And is it really safe to wade through that murky waist-high water, when you don't know what is hiding underneath the surface?</p><p></p><p><strong><u>When is the dungeon over?</u></strong></p><p></p><p>Always think of a logical conclusion to your dungeon. Usually the dungeon is considered complete once the players reach their goal, or defeat some kind of boss. Bosses aren't mandatory, but you want to think about a satisfying and logical conclusion to the dungeon.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7022807, member: 6801286"] [B][U]Theming, setting and looks[/U][/B] The first step in my dungeon creation process, is to pick a theme or setting, and stick with it. A strong theme and/or setting allows for interesting combat encounters and obstacles, and also exciting visuals and story telling. So the first thing you should always ask yourself is, what does the dungeon look like on the outside, and on the inside? What sort of rooms might one expect in such a location? [B][U]Spaces[/U][/B] The next step is to place these rooms on a map, and connect them in such a way that they create an interesting maze-like structure. I tend to favor having branching paths, but not too many. I like the idea of giving my players choices in how they tackle the dungeon, rather than having this linear slog through this maze. Don't forget to utilize multiple floors, height differences, swimming sections and climbing sections. The players have an elaborate repertoire of skills that allow them to navigate your dungeon in a multitude of ways. [B][U]Puzzles[/U][/B] Puzzles are of course an interesting addition to any dungeon. But you want to make sure that the puzzle is not too convoluted. And if you have any doubts whether your players will be able to solve it, then maybe make it not mandatory, and not take too long? Puzzles are also a great excuse for a little backtracking, and to have players explore every corner of your dungeon just to acquire that key item that they need to access another area. [B][U]Combat[/U][/B] When designing combat encounters, don't forget to make the spaces in which your players fight, interesting. Add height differences, hazards, and objects that the players could use to their advantage. Maybe there are alternate ways for the players to defeat their opponents, other than a straight up battle? Maybe there is a way for the players to sneak up on their opponents via some secret path? [B][U]Secrets[/U][/B] I try to include at least one secret passage or treasure in every dungeon I design. I know my players like searching for secrets, so I don't want to disappoint them. But secrets are never mandatory, and I don't feel obligated as a DM to lead my players to them. [B][U]The art of removal[/U][/B] In my experience, it is often better to leave stuff out, then to cram your dungeon full of things that your players may not end up seeing at all. Make sure that the dungeon does not outstay its welcome. It doesn't have to be a 12 floor maze of epic proportions. Sometimes removing elements makes the overall experience a lot better. Does the dungeon really need a west wing, if its just going to be full of filler? Maybe just have that wing be collapsed, and hint that there was a larger complex once. The same for all those pointless dead ends, get rid of them. What seems fun on paper, may not always be as enjoyable for players during an actual session. Fill your dungeon with meaningful content, and get rid of any rooms or corridors that feel like filler. Condense the excitement, by having every room in your dungeon have meaning and purpose. [B][U]Surprises[/U][/B] Don't forget to add some unexpected things in your dungeon. Sometimes the corridor that looks like a trap, really isn't. Sometimes the floor that seems safe, suddenly collapses and drops your players down to a lower floor. Are those waterfalls merely for decoration, or are there enemies with ranged weapons hiding behind them? And is it really safe to wade through that murky waist-high water, when you don't know what is hiding underneath the surface? [B][U]When is the dungeon over?[/U][/B] Always think of a logical conclusion to your dungeon. Usually the dungeon is considered complete once the players reach their goal, or defeat some kind of boss. Bosses aren't mandatory, but you want to think about a satisfying and logical conclusion to the dungeon. [/QUOTE]
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