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<blockquote data-quote="SilverfireSage" data-source="post: 6471449" data-attributes="member: 6778313"><p>Recently, I've been having a problem. I'm currently a grad student working on getting into medical school, and I love D&D. I have been playing for a little over a decade, starting with my dad's old AD&D books and moving onto 3.5 and 4e, but I've never really felt exceptionally passionate about it until 5e. This edition has gotten rid of everything that I didn't like in previous ones, while simultaneously adding in things I didn't even know I wanted! I must digress however, and get to the real problem at hand.</p><p></p><p>I suck at designing dungeons.</p><p></p><p>Or rather, I do not have the time I used to have to design dungeons. But even more than that, even when I use dungeons that other people have created, I've found them to be.... less than exciting. Take Wave Echo Cave in the Starter Set for example. Having made my own content for years and wanting to try out 5E with some professional help, I thought that using a dungeon designed by the people who wrote D&D itself would give me a good idea of what made dungeon design great. </p><p></p><p>Turns out, I was wrong.</p><p></p><p>It was a pain in the a$$ to run, with my players having a terrible time tracking where they were on the map, trying to make their own and failing, and the whole adventure turned into "ok, you come up to a fork in the path. Right or left?" "Right." "Ok, you walk through the halls for several minutes and come to a fork in the path. Right or...." It's infuriating, but I thought, hey, maybe this one is just a bad egg?</p><p></p><p>So I looked online and ran a couple dungeons on there. Same issue. In fact, the thing I realized the most is that the more realistic one gets with dungeons, the more banal the adventure gets. Most castles are just room after room of storage/servant's quarters/bedrooms with little to differentiate between them except their occupant. Mapping them out is a chore for the players and the DM, and finding interesting things to do in between those rooms is the most interesting part. Getting the DM's Guide and looking at the dungeon creation tables was disappointing as well. Instead of offering some cool ideas on encounters that you can build, it's really just a way to construct a labyrinth in a short amount of time with no rhyme or reason! Who builds a stronghold with three simultaneous 20ft passages to the left?? After all of this, I've decided on two things for when I run dungeons:</p><p></p><p>1. Not map them out. Like, at all. Well ok, map out each interesting room individually, but not the connecting parts. So instead of having to spend hours meticulously designing an large castle, have a dozen rooms that are actually interesting, map them out accordingly, and then handwave the rest. I've already tried this and it seems to be working out fairly well, but it's still not satisfactory. I want to imagine dungeon making like in the Legend of Zelda games, where each dungeon is an intricately designed puzzle of interconnecting parts. Of course, it doesn't take too long to realize that I lack the imaginative capacity of professional game designers who have been designing such levels since before I was born!</p><p></p><p>2. Map them out, but make them really really small. One of my best dungeons was a tower that consisted of four floors, and a grand total square footage of about 3000sqft. Pretty small on the dungeon side, but in that square footage I was able to design some really cool encounters with interesting monsters, and some of the features of the rooms were actually cool enough to warrant a retread as the players tried to figure out each part of the puzzle. We all enjoyed it, but obviously a 3000 sqft castle isn't really going to cut it in the real world.</p><p></p><p>So, my fellow ENWorlders, has anyone else had this problem with dungeons in a game called "Dungeons and Dragons"? Is there anything I could do better? Which style do you think you use the most often? Or do you find that Tomb of Horrors style dungeon crawls are really the way to go?</p></blockquote><p></p>
[QUOTE="SilverfireSage, post: 6471449, member: 6778313"] Recently, I've been having a problem. I'm currently a grad student working on getting into medical school, and I love D&D. I have been playing for a little over a decade, starting with my dad's old AD&D books and moving onto 3.5 and 4e, but I've never really felt exceptionally passionate about it until 5e. This edition has gotten rid of everything that I didn't like in previous ones, while simultaneously adding in things I didn't even know I wanted! I must digress however, and get to the real problem at hand. I suck at designing dungeons. Or rather, I do not have the time I used to have to design dungeons. But even more than that, even when I use dungeons that other people have created, I've found them to be.... less than exciting. Take Wave Echo Cave in the Starter Set for example. Having made my own content for years and wanting to try out 5E with some professional help, I thought that using a dungeon designed by the people who wrote D&D itself would give me a good idea of what made dungeon design great. Turns out, I was wrong. It was a pain in the a$$ to run, with my players having a terrible time tracking where they were on the map, trying to make their own and failing, and the whole adventure turned into "ok, you come up to a fork in the path. Right or left?" "Right." "Ok, you walk through the halls for several minutes and come to a fork in the path. Right or...." It's infuriating, but I thought, hey, maybe this one is just a bad egg? So I looked online and ran a couple dungeons on there. Same issue. In fact, the thing I realized the most is that the more realistic one gets with dungeons, the more banal the adventure gets. Most castles are just room after room of storage/servant's quarters/bedrooms with little to differentiate between them except their occupant. Mapping them out is a chore for the players and the DM, and finding interesting things to do in between those rooms is the most interesting part. Getting the DM's Guide and looking at the dungeon creation tables was disappointing as well. Instead of offering some cool ideas on encounters that you can build, it's really just a way to construct a labyrinth in a short amount of time with no rhyme or reason! Who builds a stronghold with three simultaneous 20ft passages to the left?? After all of this, I've decided on two things for when I run dungeons: 1. Not map them out. Like, at all. Well ok, map out each interesting room individually, but not the connecting parts. So instead of having to spend hours meticulously designing an large castle, have a dozen rooms that are actually interesting, map them out accordingly, and then handwave the rest. I've already tried this and it seems to be working out fairly well, but it's still not satisfactory. I want to imagine dungeon making like in the Legend of Zelda games, where each dungeon is an intricately designed puzzle of interconnecting parts. Of course, it doesn't take too long to realize that I lack the imaginative capacity of professional game designers who have been designing such levels since before I was born! 2. Map them out, but make them really really small. One of my best dungeons was a tower that consisted of four floors, and a grand total square footage of about 3000sqft. Pretty small on the dungeon side, but in that square footage I was able to design some really cool encounters with interesting monsters, and some of the features of the rooms were actually cool enough to warrant a retread as the players tried to figure out each part of the puzzle. We all enjoyed it, but obviously a 3000 sqft castle isn't really going to cut it in the real world. So, my fellow ENWorlders, has anyone else had this problem with dungeons in a game called "Dungeons and Dragons"? Is there anything I could do better? Which style do you think you use the most often? Or do you find that Tomb of Horrors style dungeon crawls are really the way to go? [/QUOTE]
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