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General Tabletop Discussion
*TTRPGs General
What Makes A Good Dungeon, and a Good Dungeon Campaign/Adventure?
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<blockquote data-quote="ExploderWizard" data-source="post: 5267516" data-attributes="member: 66434"><p>A great dungeon is one that appeals to, and entertains it's intended audience. </p><p> </p><p>Different groups will have a wide variety of opinions regarding what is fun or boring about a particular dungeon. </p><p> </p><p>That being said there are ways to make dungeon adventures an interesting and integral part of a campaign. A few points to keep in mind when designing a dungeon:</p><p> </p><p>1) Why?</p><p>A dungeon was constructed by someone at some time for a purpose. A great deal of work is involved in such contruction and serving as an apartment complex for a random jumble of critters is not a very compelling reason for such an undertaking. The dungeon could have been built as a crypt or tomb, a prison, a secret meeting complex, etc. Whatever the purpose, the design and basic layout of the dungeon should should in some way reflect this purpose. </p><p> </p><p>2) Who?</p><p>Someone or some group had to plan and build the place. Who are these individuals and what motivated them to construct the dungeon? </p><p> </p><p>3) When? </p><p>How old is the dungeon? Is it still being used for it's original purpose or has it been hundreds of years, the creators long forgotten and the dungeon now being used by others? If the dungeon is really old have there been any caretakers that might have altered or expanded it in the intervening years into something barely connected to the original design? </p><p> </p><p>Once you have a good idea about the answers to these questions then provide a means for your players to discover the information. A dungeon that is well connected by lore to the game world will become more interesting a place to players than just some underground complex filled with danger and treasure.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5267516, member: 66434"] A great dungeon is one that appeals to, and entertains it's intended audience. Different groups will have a wide variety of opinions regarding what is fun or boring about a particular dungeon. That being said there are ways to make dungeon adventures an interesting and integral part of a campaign. A few points to keep in mind when designing a dungeon: 1) Why? A dungeon was constructed by someone at some time for a purpose. A great deal of work is involved in such contruction and serving as an apartment complex for a random jumble of critters is not a very compelling reason for such an undertaking. The dungeon could have been built as a crypt or tomb, a prison, a secret meeting complex, etc. Whatever the purpose, the design and basic layout of the dungeon should should in some way reflect this purpose. 2) Who? Someone or some group had to plan and build the place. Who are these individuals and what motivated them to construct the dungeon? 3) When? How old is the dungeon? Is it still being used for it's original purpose or has it been hundreds of years, the creators long forgotten and the dungeon now being used by others? If the dungeon is really old have there been any caretakers that might have altered or expanded it in the intervening years into something barely connected to the original design? Once you have a good idea about the answers to these questions then provide a means for your players to discover the information. A dungeon that is well connected by lore to the game world will become more interesting a place to players than just some underground complex filled with danger and treasure. [/QUOTE]
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