Reynard
aka Ian Eller
Let's talk about map design for dungeons in D&D. What works, what doesn't. What promotes good exploration play versus what hinders it.
I see a lot of maps on r/battlemaps (for example) that are IMO bad dungeon design (even for small dungeons) They are usually linear, without any real choices in paths. But in addition, they are often not even good battle maps because they create a bunch of bottlenecks and/or lack rooms big enough to use space in fights. People seem to focus too much on the "prettiness" of the map and not nearly enough on its utility.
Similarly, many dungeon maps you find online are dense but still effectively linear. An area with 50 10x10 cells is not an exploration challenge -- it is an exercise in tedium.
Another problem you see even in otherwise good adventures is maps that basically require hallway fights, with no way for too many enemies to get around the PCs or otherwise take tactical advantage of the space. It is terribly disappointing when what should otherwise be a fun battle turns into the fighters front-lining the enemy, trading blows for 13 rounds.
Dungeon maps should be both fun to explore, and facilitate interesting tactical situations.
What do you think is important in dungeon design, whether for smallish locations or expansive ones? What tools and techniques do you use when designing your dungeon maps? What found or published dungeon maps struck you as particularly memorable, for good or ill?
Note that I am not really talking about dungeon stocking in this thread. obviously that is important, but I am hoping to stay focused on the map design itself. Thanks.
I see a lot of maps on r/battlemaps (for example) that are IMO bad dungeon design (even for small dungeons) They are usually linear, without any real choices in paths. But in addition, they are often not even good battle maps because they create a bunch of bottlenecks and/or lack rooms big enough to use space in fights. People seem to focus too much on the "prettiness" of the map and not nearly enough on its utility.
Similarly, many dungeon maps you find online are dense but still effectively linear. An area with 50 10x10 cells is not an exploration challenge -- it is an exercise in tedium.
Another problem you see even in otherwise good adventures is maps that basically require hallway fights, with no way for too many enemies to get around the PCs or otherwise take tactical advantage of the space. It is terribly disappointing when what should otherwise be a fun battle turns into the fighters front-lining the enemy, trading blows for 13 rounds.
Dungeon maps should be both fun to explore, and facilitate interesting tactical situations.
What do you think is important in dungeon design, whether for smallish locations or expansive ones? What tools and techniques do you use when designing your dungeon maps? What found or published dungeon maps struck you as particularly memorable, for good or ill?
Note that I am not really talking about dungeon stocking in this thread. obviously that is important, but I am hoping to stay focused on the map design itself. Thanks.