howandwhy99
Adventurer
Think of writing a D&D module like adding another dungeon level on to Dungeon! the boardgame.
First and foremost you need a well designed spatial map that expands the board so it challenges and supports the character types which can explore it. (All of them in D&D) Are there secret doors off the Chambers for Fighters? Nested rooms for quick clearing for the Wizards? Lots of secret paths and rooms for the Thieves?
Second, you need to include a pile of challenge appropriate Monsters. These will vary in difficulty depending on class. And spells preparation for Wizards.
Third, you will want level appropriate Treasure rewards which match up to the requirements needed for the class. This is different in D&D as in Dungeon! Gold Pieces are the score needed by each class to end the game. In D&D these would be XP earning results.
Fourth, you want to put in Magic Items (and Equipment) of appropriate level and class. Trap-Finding cards are scattered all through 1st & 2nd dungeon levels which Rogues don't really need, but other classes could well use. This makes moving into easier, but less valuable dungeon levels valuable for other classes like the Fighter and Cleric. How these magic items work to change the odds of play in the game also determine their value for different levels in the dungeon. ESP Medallions aren't as useful as Crystal Balls. And so all these magical effects become level rated as well.
Lastly, you'll want to think about the size of the level. The amount of treasure, monsters, and magic items. And how all of that balances not just with each of the classes, but also with the other levels in the game. Of course how the map connects to other areas is very important, but in D&D these creatures and items are going to change location as forces shift. So overbalancing a high level group and under balancing a lower level means the high level ones quickly squash out the lower and not too later in the game all the dungeon will be high level. So the metaphor breaks down here, but demographics of ilevels matter quite a lot in D&D.
First and foremost you need a well designed spatial map that expands the board so it challenges and supports the character types which can explore it. (All of them in D&D) Are there secret doors off the Chambers for Fighters? Nested rooms for quick clearing for the Wizards? Lots of secret paths and rooms for the Thieves?
Second, you need to include a pile of challenge appropriate Monsters. These will vary in difficulty depending on class. And spells preparation for Wizards.
Third, you will want level appropriate Treasure rewards which match up to the requirements needed for the class. This is different in D&D as in Dungeon! Gold Pieces are the score needed by each class to end the game. In D&D these would be XP earning results.
Fourth, you want to put in Magic Items (and Equipment) of appropriate level and class. Trap-Finding cards are scattered all through 1st & 2nd dungeon levels which Rogues don't really need, but other classes could well use. This makes moving into easier, but less valuable dungeon levels valuable for other classes like the Fighter and Cleric. How these magic items work to change the odds of play in the game also determine their value for different levels in the dungeon. ESP Medallions aren't as useful as Crystal Balls. And so all these magical effects become level rated as well.
Lastly, you'll want to think about the size of the level. The amount of treasure, monsters, and magic items. And how all of that balances not just with each of the classes, but also with the other levels in the game. Of course how the map connects to other areas is very important, but in D&D these creatures and items are going to change location as forces shift. So overbalancing a high level group and under balancing a lower level means the high level ones quickly squash out the lower and not too later in the game all the dungeon will be high level. So the metaphor breaks down here, but demographics of ilevels matter quite a lot in D&D.