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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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
*TTRPGs General
Making Mega-Dungeons...
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="spunky_mutters" data-source="post: 979637" data-attributes="member: 5426"><p>When I have made dungeons of this size, I usually break it down into a series of steps. </p><p></p><p>1. Basic concept for the main dungeon.</p><p></p><p> (abandoned mine, dwarf city, crazy wizard maze, natural cave system, etc.). This will tell me how it got there, even if none of the current inhabitants were involved in building/creating it.</p><p></p><p>2. Entry/egress points. </p><p></p><p>The players may be entering from the surface (or the city sewers, or a gate they've found in some baddy's house), but there are probably other ways out of a complex this large.</p><p></p><p>3. Based on step 1 and 2, what are the main areas of the dungeon, and who/what lives there?</p><p></p><p>(not rooms or encounter areas, but thematically distinct sections). The undercity might have catacombs, sewers, ruins long built over, natural caverns that creatures have dug into/from. This lets me break things up into manageable chunks. Depending on step 2, the neighbours might have laid claim to different areas, or there might be power struggles going on within the dungeon. If you want to maintain any illusion of consistency, there's either going to be an 'alpha' monster or monster group in each area, or ongoing conflict. The residents of a section will either learn to live with that monster, or move out (or get wiped out/enslaved, etc.). </p><p></p><p>4. Mapping. An overview map that breaks out locations of each section and movement between them (and in/out of the dungeon) should be drawn up or just sketched out.</p><p></p><p>5. Section by section adventures. As players move through the dungeon you can fill in each section. Keep notes and if possible maps on upcoming sections, but you don't need to fill in the details until the threat of PCs exploring a given section approaches.</p><p></p><p>6. ???</p><p></p><p>7. Profit!</p><p></p><p>Or something like that.</p></blockquote><p></p>
[QUOTE="spunky_mutters, post: 979637, member: 5426"] When I have made dungeons of this size, I usually break it down into a series of steps. 1. Basic concept for the main dungeon. (abandoned mine, dwarf city, crazy wizard maze, natural cave system, etc.). This will tell me how it got there, even if none of the current inhabitants were involved in building/creating it. 2. Entry/egress points. The players may be entering from the surface (or the city sewers, or a gate they've found in some baddy's house), but there are probably other ways out of a complex this large. 3. Based on step 1 and 2, what are the main areas of the dungeon, and who/what lives there? (not rooms or encounter areas, but thematically distinct sections). The undercity might have catacombs, sewers, ruins long built over, natural caverns that creatures have dug into/from. This lets me break things up into manageable chunks. Depending on step 2, the neighbours might have laid claim to different areas, or there might be power struggles going on within the dungeon. If you want to maintain any illusion of consistency, there's either going to be an 'alpha' monster or monster group in each area, or ongoing conflict. The residents of a section will either learn to live with that monster, or move out (or get wiped out/enslaved, etc.). 4. Mapping. An overview map that breaks out locations of each section and movement between them (and in/out of the dungeon) should be drawn up or just sketched out. 5. Section by section adventures. As players move through the dungeon you can fill in each section. Keep notes and if possible maps on upcoming sections, but you don't need to fill in the details until the threat of PCs exploring a given section approaches. 6. ??? 7. Profit! Or something like that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Making Mega-Dungeons...
Top