OSR Designing Dungeons - A Course

Gus L

Adventurer
Recently a few friends of mine completed this course on designing dungeons, specifically old school dungeons. I haven't seen too many people talk about it, but think it's a pretty valuable resource if one is trying to get started on writing up something. The main caveats are:

1) This is largely about design for publication - one can get away with a lot less detail when putting something together for a home game.
2) It's aiming at Old School, OSR and NSR style design. I'm sure there are good tips for more structured contemporary trad adventure design though.

 

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Interesting that people are taking a course.

I'd suggest reading Mike Carr's In Search of the Unknown and Gygax's AD&D 1e Dungeon Master's Guide. They can also be useful to new GMs 🤓
 



Objectively what I think makes a great dungeon and what others think make a great dungeon can be worlds apart.

Not just in content, but in presentation.

What are the "good" dungeons the course is trying to hold as examples of the goal of design?
 


What are the "good" dungeons the course is trying to hold as examples of the goal of design?
It doesn't mention dungeons as much as it mentions blog posts and similar resources but it does include references to Thracia. The two main people involved are the designer of His Majesty the Wyrm and Warren of I Cast Light Blog who is a big Nightwick Abbey guy.

In general I'd say the advice is aimed at designing solidly "OSR" stuff - location based adventures that put a premium on faction and interactivity but aren't strongly tied to a specific aesthetic, least of all the Gygaxian vernacular fantasy one. You could take a look through it and see what you think about the advice within.
 


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