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How do YOU design a dungeon?
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<blockquote data-quote="n00bdragon" data-source="post: 6217705" data-attributes="member: 6689371"><p>I'm curious how others go about it and who knows, someone just might learn something.</p><p></p><p>When I design dungeons (or really any locale with highly defined map and more than one highly likely combat encounter) I usually start with the boss, and there's always a boss. Whether it's the ultimate big bad or just the antagonist of the week there'll be a powerful unit at the opposite end of the map from where the players start and defeating him will advance the story. I often start out by statting him and never pull his stats from a book. This takes a lot of time and thought, particularly if you want to integrate the boss with his lair, but I feel it's necessary at least. From there I'll start making notes of other monsters or opponents that might appear with the boss before proceeding onwards.</p><p></p><p>From there, it's just coming up with a reason or series of reasons the players can't just walk in and fight the boss immediately. It might be an enchanted door that they must destroy the three power stones to unseal or maybe it's just a series of rooms with monsters in them, but I try to come up with a number of trials the players have to pass, encounters, before they can even access the boss. I like to aim for two straight up fights, one puzzle, and one puzzle-fight in a typical session, give or take an encounter. Straight up fights will be a room with one or two interesting features and/or hazards and those usually come first. What's a cool room to fight in, and then what to fight. Usually I bring along at least one of the same mobs from the boss fight to come just to introduce them to the players and then add a few more. Usually these monsters are handmade like the boss but the extras that come with them might be out of a book if I can find something relevant. So if the final boss is Krug Baneface the orc warchief and I made a few orc shamans with a barrier power and some crossbow snipers to go with him then the encounters leading up to him would probably each contain at least one shaman or sniper and then some assorted orcs out of the monster manual.</p><p></p><p>The puzzle will probably not require combat but it may turn into combat as a punishment for failing the puzzle. Say there's some statues that require the players to make certain gestures as they pass them. Failing to make the gesture causes the statues to animate and attack, you get the idea. Lastly, the puzzle fight will be a fight with either a reduced number of monsters plus some extreme hazard or death trap or timer or something that requires (or at least heavily encourages) at least one player to spend actions doing something other than making attack rolls to succeed. I once had an encounter where the players were riding a stagecoach through a pass as thousands of goblins chased them, trying to jump on. Several players spent time driving the coach while the others fought the goblins trying to climb aboard.</p><p></p><p>From there it's all packaging and detailing. I might go room to room and add minor features or fixtures or redraw rooms to be slightly less regular and I'm done. The whole process, for me running 4e, takes about five to seven hours.</p><p></p><p>But I want to hear about how YOU prepare dungeons.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6217705, member: 6689371"] I'm curious how others go about it and who knows, someone just might learn something. When I design dungeons (or really any locale with highly defined map and more than one highly likely combat encounter) I usually start with the boss, and there's always a boss. Whether it's the ultimate big bad or just the antagonist of the week there'll be a powerful unit at the opposite end of the map from where the players start and defeating him will advance the story. I often start out by statting him and never pull his stats from a book. This takes a lot of time and thought, particularly if you want to integrate the boss with his lair, but I feel it's necessary at least. From there I'll start making notes of other monsters or opponents that might appear with the boss before proceeding onwards. From there, it's just coming up with a reason or series of reasons the players can't just walk in and fight the boss immediately. It might be an enchanted door that they must destroy the three power stones to unseal or maybe it's just a series of rooms with monsters in them, but I try to come up with a number of trials the players have to pass, encounters, before they can even access the boss. I like to aim for two straight up fights, one puzzle, and one puzzle-fight in a typical session, give or take an encounter. Straight up fights will be a room with one or two interesting features and/or hazards and those usually come first. What's a cool room to fight in, and then what to fight. Usually I bring along at least one of the same mobs from the boss fight to come just to introduce them to the players and then add a few more. Usually these monsters are handmade like the boss but the extras that come with them might be out of a book if I can find something relevant. So if the final boss is Krug Baneface the orc warchief and I made a few orc shamans with a barrier power and some crossbow snipers to go with him then the encounters leading up to him would probably each contain at least one shaman or sniper and then some assorted orcs out of the monster manual. The puzzle will probably not require combat but it may turn into combat as a punishment for failing the puzzle. Say there's some statues that require the players to make certain gestures as they pass them. Failing to make the gesture causes the statues to animate and attack, you get the idea. Lastly, the puzzle fight will be a fight with either a reduced number of monsters plus some extreme hazard or death trap or timer or something that requires (or at least heavily encourages) at least one player to spend actions doing something other than making attack rolls to succeed. I once had an encounter where the players were riding a stagecoach through a pass as thousands of goblins chased them, trying to jump on. Several players spent time driving the coach while the others fought the goblins trying to climb aboard. From there it's all packaging and detailing. I might go room to room and add minor features or fixtures or redraw rooms to be slightly less regular and I'm done. The whole process, for me running 4e, takes about five to seven hours. But I want to hear about how YOU prepare dungeons. [/QUOTE]
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