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
*TTRPGs General
Slaughterhouse - Sandbox Equivalent for 4E
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="TheAngryDM" data-source="post: 5285337" data-attributes="member: 93931"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=49613" target="_blank">Korgoth</a></u>:</p><p> </p><p>Basically, the way I have been using it (and you might find a better way for yourself) is this. First I setup the zone map. I use the zone map as a guide to map the dungeon. When I map the dungeon, I basically leave it unpopulated. The key just says things like: Room 1 - Red Room, Room 2 - Prison, Room 3 - Big Statue Room, etc. Meanwhile, I am building the zone stat blocks, factions, and rosters. So, in the end, I have an unpopulated map on one hand and the guidelines to populating it on the other.</p><p> </p><p>Using the roster and the stat block, I then place encounters around the zone in places that make sense. For instance, the main entrance will be guarded so orc guards will be there. The living quarters will have lots of minions. Etc.</p><p> </p><p>Then, the party shows up and causes trouble. Now, I repopulate the map. Whatever experience pool I have left is used to populate the area as if it was brand new. Except that, of course, when I place encounters, I do so in a reasonable, logical way. For instance, the depleted orcs will consolidate their forces a bit (expecting another attack) so the guard room will now have a heavy encounter in it, possibly with a unique leader type creature. The rest of the orcs are also tightly packed in the living quarters to maintain their defenses. I don't concern myself too much with which specific orcs were left alive on the last attack (except unique, named creatures). I just behave as if I am building an entirely new dungeon with the caveat that the dungeon is now "on alert" or whatever.</p><p> </p><p>Hope that helps. But ultimately, you're better off looking at the tools and finding an organization system that works well for you, just like everything else in D&D. Currently, my 60-zone super dungeon is a big empty dungeon map (built on a big zone map). I'm only now generating zone stat blocks and rosters. Of course, I also had lots of specific ideas when I mapped the place, so I know roughly what is going on where. But that's the classic chicken-and-the-egg problem of DMing. You can't use a step-by-step process because all of the ideas influence each other. Some places were mapped knowing they would be an orc lair or an infernal fane and so the map shows that influence. Other places are more generic and look like something just recently moved in and took over. That, too, adds flavor.</p></blockquote><p></p>
[QUOTE="TheAngryDM, post: 5285337, member: 93931"] @[U][URL="http://www.enworld.org/forum/member.php?u=49613"]Korgoth[/URL][/U]: Basically, the way I have been using it (and you might find a better way for yourself) is this. First I setup the zone map. I use the zone map as a guide to map the dungeon. When I map the dungeon, I basically leave it unpopulated. The key just says things like: Room 1 - Red Room, Room 2 - Prison, Room 3 - Big Statue Room, etc. Meanwhile, I am building the zone stat blocks, factions, and rosters. So, in the end, I have an unpopulated map on one hand and the guidelines to populating it on the other. Using the roster and the stat block, I then place encounters around the zone in places that make sense. For instance, the main entrance will be guarded so orc guards will be there. The living quarters will have lots of minions. Etc. Then, the party shows up and causes trouble. Now, I repopulate the map. Whatever experience pool I have left is used to populate the area as if it was brand new. Except that, of course, when I place encounters, I do so in a reasonable, logical way. For instance, the depleted orcs will consolidate their forces a bit (expecting another attack) so the guard room will now have a heavy encounter in it, possibly with a unique leader type creature. The rest of the orcs are also tightly packed in the living quarters to maintain their defenses. I don't concern myself too much with which specific orcs were left alive on the last attack (except unique, named creatures). I just behave as if I am building an entirely new dungeon with the caveat that the dungeon is now "on alert" or whatever. Hope that helps. But ultimately, you're better off looking at the tools and finding an organization system that works well for you, just like everything else in D&D. Currently, my 60-zone super dungeon is a big empty dungeon map (built on a big zone map). I'm only now generating zone stat blocks and rosters. Of course, I also had lots of specific ideas when I mapped the place, so I know roughly what is going on where. But that's the classic chicken-and-the-egg problem of DMing. You can't use a step-by-step process because all of the ideas influence each other. Some places were mapped knowing they would be an orc lair or an infernal fane and so the map shows that influence. Other places are more generic and look like something just recently moved in and took over. That, too, adds flavor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Slaughterhouse - Sandbox Equivalent for 4E
Top