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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
On the nature of dungeons in your campaign.
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="Thunderfoot" data-source="post: 3363468" data-attributes="member: 34175"><p>When I first started DMing, I used to draw dungeons of epic proportions, no reasons, just scrawls of tunnels and rooms filled with monsters and treasures. That was fun when I was younger, but as I and the folks I played with got older, one question kept popping up, why is this thing here?</p><p></p><p>During my "sophmore" years as a DM, I concentrated more on the outdoor adentures with dungeons playing a smaller role. It gave the players freedom to move around and let them decide the course for adventure, it was great for them... and a headaches for me. I would always try to guess every eventuality and come to the table with notebooks full (and I'm not exagerating) of monsters, treasures and outcomes to practicaly any path they might take.</p><p></p><p>Then I got a book that sort of turned my life around on dungeon design; the 2ED&D "Dungeon Builder's Guidebook". It explained things like continuity, ecology and what not, as well as fantastic locales. I began writing dungeons again. When 3E came around, there were a set of articles on several websites about Dungeoncraft, more good information. So when I started my most recent campaign, the entire first half was devoted to a large tunnel complex that was originally an old dwarven stronghold. The party I'm running (with the aid of another) took three years and some change to finally get through it and there are still sections they haven't explored.</p><p></p><p>I can't wait to get a copy of Dungeonscape, I've perused its pages in the bookstore and can't wait until I get my taxreturn (come on IRS , don;t let me down). From what I've seen, it carries on a great tradition of creating really cool holes in the ground that has been the basis of this hobby for decades. My advice for new dungeon builders is make sure everything fits and have a plausible explination. One area that seems to get away from new dungeon builder is trap making. There was a Netbook of traps that had hundreds of hude, expensive traps that frankly, were just plain stupid. Rooms made of gold (who funded that), the 'eternal slide' (slides miles in length), and other such nonsence. Traps are meant to be deadly (as in kill someone), devestating to morale (that injure and maim not kill), or confound (confuse and seperate the party in order to make them easier to kill). Puzzels are not traps, but traps can contain puzzels. Monsters need food, a thousand year old tomb that contains guardian monsters that are not undead, will just be a thousand year old tomb full of old monster bones.</p><p></p><p>I'm not perfect, and there are DM who run games much better than I, but as far as detail in design, I must say there are things that even the best blow it on. If at any time a player can ask why and you don;t have a plausible answer, you have just blown the suspension of disbelief and lost that player for at least that session if not longer. DMs have a responsibility to make it fun, which means more work for us. It should be an honor, not a chore. If you approach it with these few tips in mind, it can be most rewarding when the players have that 'Oh Crap!' moment. They will remeber it fondly in years to come and so will you.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3363468, member: 34175"] When I first started DMing, I used to draw dungeons of epic proportions, no reasons, just scrawls of tunnels and rooms filled with monsters and treasures. That was fun when I was younger, but as I and the folks I played with got older, one question kept popping up, why is this thing here? During my "sophmore" years as a DM, I concentrated more on the outdoor adentures with dungeons playing a smaller role. It gave the players freedom to move around and let them decide the course for adventure, it was great for them... and a headaches for me. I would always try to guess every eventuality and come to the table with notebooks full (and I'm not exagerating) of monsters, treasures and outcomes to practicaly any path they might take. Then I got a book that sort of turned my life around on dungeon design; the 2ED&D "Dungeon Builder's Guidebook". It explained things like continuity, ecology and what not, as well as fantastic locales. I began writing dungeons again. When 3E came around, there were a set of articles on several websites about Dungeoncraft, more good information. So when I started my most recent campaign, the entire first half was devoted to a large tunnel complex that was originally an old dwarven stronghold. The party I'm running (with the aid of another) took three years and some change to finally get through it and there are still sections they haven't explored. I can't wait to get a copy of Dungeonscape, I've perused its pages in the bookstore and can't wait until I get my taxreturn (come on IRS , don;t let me down). From what I've seen, it carries on a great tradition of creating really cool holes in the ground that has been the basis of this hobby for decades. My advice for new dungeon builders is make sure everything fits and have a plausible explination. One area that seems to get away from new dungeon builder is trap making. There was a Netbook of traps that had hundreds of hude, expensive traps that frankly, were just plain stupid. Rooms made of gold (who funded that), the 'eternal slide' (slides miles in length), and other such nonsence. Traps are meant to be deadly (as in kill someone), devestating to morale (that injure and maim not kill), or confound (confuse and seperate the party in order to make them easier to kill). Puzzels are not traps, but traps can contain puzzels. Monsters need food, a thousand year old tomb that contains guardian monsters that are not undead, will just be a thousand year old tomb full of old monster bones. I'm not perfect, and there are DM who run games much better than I, but as far as detail in design, I must say there are things that even the best blow it on. If at any time a player can ask why and you don;t have a plausible answer, you have just blown the suspension of disbelief and lost that player for at least that session if not longer. DMs have a responsibility to make it fun, which means more work for us. It should be an honor, not a chore. If you approach it with these few tips in mind, it can be most rewarding when the players have that 'Oh Crap!' moment. They will remeber it fondly in years to come and so will you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On the nature of dungeons in your campaign.
Top