D&D General D&D Dungeon Map Design: Good and Bad

I love dungeons. Yes I do. :D

Probably the biggest addition you can make to dungeon design is verticality. So many dungeon maps are flat. It doesn't take much to make a dungeon so much more interesting when you add a bit some verticality. One of the best examples of this is from Lost Mines of Phandelver. The first dungeon - The Cragmaw Gobins Hideout - is absolutely fantastic for this. Multiple paths, and lots and lots of verticality. That encounter with the bridge across the path is just such so much fun.

This model really brings it to life:

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Fantastic example. I love this. Thank you.
 

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If you're talking strictly about maps, the main things seem to be multiple entrances, multiple possible paths as often as possible, loops and branches, and multiple links between levels. Oh, and secret areas (though ideally these should be nice-to-have areas, not must-find ones).

I do also like the suggestion of areas you can see but not currently get to.

Finally, I'd note that realism is over-rated. It's not completely inessential, but I wouldn't consider it a massive priority - if it comes to a choice, include the items above even at the expense of realism.
 

So thoughts on various things.

1. Small maps. I think this is partly limited by smaller table size. 30 by 50 room. Combined by....

2. Modern encounter design. Since 3E opposing groups tend to 1 1 -2 monsters per PC. They added ability scores to monsters. No more 80 orcs or whatever.

3. Most maps are rendered in 2D. 3D maps are harder to draw. Practicality.

4. 3D terrain is actually expensive. Ive seen DMs online use flip books and a 3D boat. Thats a couple of hundred bucks right there.

5. BG3 has some dynamic fights. Often large maps, elevation and terrain features. On a battlemat very difficult to replicate. Some battlemats aren't big enough.

6. Time. Basically takes a lot of tme to fill out a complicated battlemat if you're the one drawing it.

7. Experience. Modern dungeons don't really teach you much. They look pretty but yeah.

I use a smallish fold out mat wotc sells. One of my players has one as well. I have a larger one thats old thats a roll up. And a massive roll up one that needs to get laminated.

So basically its a combination of whats practical, cost, time and logistics. I use 3 go bags.

1. Backpack.5 rules, DM screen.
2. Larger carry bag. Minis box, dice box, pencil case, 2 dice bags, battlemat, spell templates , DM folder. 1-2 books eg Xanathars+adventure book.
3. Backpack 2. Additional phb,Mordenkainens any additional books.

Some poor bastard has to carry that.
 

Oh, and secret areas (though ideally these should be nice-to-have areas, not must-find ones).

Secret areas, and secret doors (possibly between known areas, but enhancing manueverability). Jennell Jaquays' Borshak's Lair, I'm counting 21 secret doors in 30 rooms:

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(apparently, her first dungeon, made in her dorm room in 1974...I guess some people just get it right away)
 





I dunno, I wish! It seems like there's a lot more going on in a small space than most dungeons you see (just going by the map, ignoring the excellent stocking). I mean, how many dungeons these days have a secret door to room ration of 2:3?

I dont regard that many secret doors as a good thing.

They'll be searching everywhere which slows things down. Its repetitive and devalues secret doors.
 

I dont regard that many secret doors as a good thing.

They'll be searching everywhere which slows things down. Its repetitive and devalues secret doors.
I don't know if I'd go this hard in every dungeon. But I think in this case 1) there's time pressure (random encounters, factions manuevering, party is possibly sneaking around) so the choice to search an area is a tradeoff and spends a precious resource, and 2) The party won't really have a reason to look for most of them until they catch or get the sense that inhabitants are using them to their advantage - at which point they can try to turn the tables and use them when they find them. Rewards observing enemy behavior and getting information about the space (the map has zones of control used by different sub factions iirc).
 

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