The Organized Architecture and Layout of Dungeons, or lack thereof.

I've been basing several layouts on diagrams of ancient and medieval architecture of late. This at least provides a "period feel" to the floorplans.

Then again I haven't run a straight dungeoncrawl in about 5 years...
 

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IMO, DMs and designers who worry about dungeon verisimilitude obviously have far too much time on their hands.

There are so many more important things to worry about in a campaign or adventure (like, say, crazy thought, ensuring the dungeon is a fun gaming environment - and the dungeons which worry about latrines and food sources tend not to be - with the odd exception, such as Undermountain). James Bond doesn't question when a villain throws a razorhat, and Conan doesn't pause to wonder where the giant snakes are kept. Heck, if you really wanted verisimilitude, there probably wouldn't be a dungeon.

Worrying about why insane wizards always construct crazy traps and riddles or where the monster latrines are represents such a misunderstanding of genre mores that a walloping with the clue stick is called for, IMO.
 
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Cecil said:
One reason for a totally random sprawling dungeon (weak--but the best I can do).


In a magical environment, castles are not the strategic defensive positions that they were in medieval Europe. It is simply too easy to go over or through the walls.

As a result, many leaders desiring a stronghold have gone down. It is hard to fly over or otherwise gain a bird's-eye view of the defensive position. This makes it harder to teleport into, and virtually impossible to simply fly into a well-defended courtyard.

An enemy can still magically tunnel into the place--but if the stronghold is not built symetrically and takes a few other precautions, some of this can be defended against (at least a little).

*Yoink!*

That's the best idea I've heard yet on the feasability of "random" dungeons, Cecil. Good thought!

The dungeon would still need a privy, of course... :)
 

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