Mishihari Lord
First Post
For me, it's really important that a dungeon make sense. These are the things that make an RPG fun for me: exploration, immersion, method acting, verisimilitude, tactical puzzles. Most of these are enhanced by an adventure setting that makes sense.
When I started DMing I created a huge, silly megadungeon that we played for a couple of years. Great fun, but it started to feel cartoonish to me. After that I started trying to do dungeons that made sense, and it turns out that it wasn't all that hard. Mainly it's answering just a few questions and using the answers to inform your design. Questions such as "Who made the physical building/whatever?", "What is the purpose?", "Who originally lived there?", "What's the history of the place?", "Who's there now?" I actually found that addressing these issues first made the rest of the adventure design go much quicker.
This approach also made for a greater variety in adventures. I still sometimes used generic underground passages, but more common were things like mines, ghost towns, bandit camps, wizard's towers, islands, etc, etc.
When I started DMing I created a huge, silly megadungeon that we played for a couple of years. Great fun, but it started to feel cartoonish to me. After that I started trying to do dungeons that made sense, and it turns out that it wasn't all that hard. Mainly it's answering just a few questions and using the answers to inform your design. Questions such as "Who made the physical building/whatever?", "What is the purpose?", "Who originally lived there?", "What's the history of the place?", "Who's there now?" I actually found that addressing these issues first made the rest of the adventure design go much quicker.
This approach also made for a greater variety in adventures. I still sometimes used generic underground passages, but more common were things like mines, ghost towns, bandit camps, wizard's towers, islands, etc, etc.