Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Getting out of the Spaghetti Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="psyekl" data-source="post: 1652935" data-attributes="member: 21025"><p>As a matter of fact, this happens to be one of my pet-peeves as well. Dungeons maps seem to be drawn without any logic, and are more of a collection of rooms and hallways than actually having a purposeful layout.</p><p></p><p>Obviously there are some places that are illogical by nature (caverns for example), but for the most part there should be some logic involved. Even a mad wizard is intelligent enough to not waste space (excluding the Winchester Mansion-type wizards, but these would be rare). I always try to justify my dungeons, which is much harder than most may imagine. Erosion, subterranean creatures/races and natural disasters are relatively good explanations for the design traits of an underground complex, but what other excuses are there for the smaller multi-level dungeons that don't link up to any larger underground area (ie the underdark)?</p><p></p><p>For me, the most problematic design consideration is water: How can there be a water source on level 1 when level 4 is possibly hundreds of feet below? Even if the lower levels aren't directly below, the water table will most likely have flooded the levels below this point. This comes up particularly when placing wells, since they are usually dependent on the water table. In cases where there is a well on the uppermost level of a dungeon, the water source should logically be below the lowest level, potentially making the rope hundreds of feet long just to retrieve a single bucket of water.</p><p></p><p>I for one like to design my underground complexes with logic and an attention to the living requirements of the creatures that created them by keeping in mind the 3 basic requirements for life: food (and water), comfort (which includes shelter from the elements, a place to sleep and for most creatures, sanitation) and safety (including security and the ability to respond to danger).</p><p></p><p>Ultimately I end up attempting to suspend disbelief and design a dungeon that will be fun and challenging without being too distracted about the "hows and whys", while paying enough attention to the little details to make it feel like a logical setting.</p></blockquote><p></p>
[QUOTE="psyekl, post: 1652935, member: 21025"] As a matter of fact, this happens to be one of my pet-peeves as well. Dungeons maps seem to be drawn without any logic, and are more of a collection of rooms and hallways than actually having a purposeful layout. Obviously there are some places that are illogical by nature (caverns for example), but for the most part there should be some logic involved. Even a mad wizard is intelligent enough to not waste space (excluding the Winchester Mansion-type wizards, but these would be rare). I always try to justify my dungeons, which is much harder than most may imagine. Erosion, subterranean creatures/races and natural disasters are relatively good explanations for the design traits of an underground complex, but what other excuses are there for the smaller multi-level dungeons that don't link up to any larger underground area (ie the underdark)? For me, the most problematic design consideration is water: How can there be a water source on level 1 when level 4 is possibly hundreds of feet below? Even if the lower levels aren't directly below, the water table will most likely have flooded the levels below this point. This comes up particularly when placing wells, since they are usually dependent on the water table. In cases where there is a well on the uppermost level of a dungeon, the water source should logically be below the lowest level, potentially making the rope hundreds of feet long just to retrieve a single bucket of water. I for one like to design my underground complexes with logic and an attention to the living requirements of the creatures that created them by keeping in mind the 3 basic requirements for life: food (and water), comfort (which includes shelter from the elements, a place to sleep and for most creatures, sanitation) and safety (including security and the ability to respond to danger). Ultimately I end up attempting to suspend disbelief and design a dungeon that will be fun and challenging without being too distracted about the "hows and whys", while paying enough attention to the little details to make it feel like a logical setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Getting out of the Spaghetti Dungeon
Top