Don't be hyperbolic. I'm not saying that dungeons shouldn't be a highlight of the game, I'm saying that the setting of a "dungeon" does not appeal universally, and shouldn't be the assumption of play to the point where they waste a huge chunk of the DMG on it. Dungeons should be side-by-side with wilderness, urban, marine and airborne adventures.
Yeah, I'm not being hyperbolic. You said dungeons should be the focus of a supplement or something called "Dungeon Building Guide" or whatever.
My point is that, the DMG should be the ultimate Dungeon Building Guide. There hasn't been a truly robust, definitive guide to building dungeons, and in a game about dungeon delving, I would think D&D Next would be the best possible place to insert that into the DMG.
If "marine" adventures have to be relegated to supplement status because we need more space for methods and tools for creating badass dungeons, so be it. The game isn't called Oceans & Dragons.
Besides that, if a dungeon is this place you spend all of your time, they cease to be special.
I disagree. And, I bet the thousands of players who's campaign is set entirely in a mega-dungeon would disagree too. That's the awesome thing about dungeons. As Zak S says (careful, NSFW), I can't imagine getting bored of dungeons.
p.s. Zak S is consulting for 5E... So, here's to hoping his ideas on dungeons seep into the 5E design ethos.

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