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General Tabletop Discussion
*TTRPGs General
What's your approach to dungeon-building?
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<blockquote data-quote="Mishihari Lord" data-source="post: 2330842" data-attributes="member: 128"><p>Here's how I do it. I've always assumed everyone does pretty much the same thing.</p><p></p><p>1) Determine why the party will want to go there</p><p>2) Pick an appropriate type of dungeon (building, sewers, labyrinth, mines, ice tunnels, etc) based on the party's mission and the dungeon's location.</p><p>3) Pick the types of inhabitants based on the type of dungeon and desired challenge level.</p><p>4) Make a list of encounters I'd like the party to have.</p><p>5) Sketch out a map. Every location has both a) a logical reason for being built by the original maker of the dungeon, and 2) a reason for being there story-wise, even if it is just to illustrate the atmosphere of the adventure.</p><p>6) Assign inhabitant locations in a general way. e.g. "orcs here in this region, basilisk family in this reason" This helps determine the features of the dungeon, e.g. the orcs build barriers between their region and the basilisk reigon.</p><p>7) Set specific locations for encounters. Encounters that I don't want the party to miss get several alternate locations or are left locationless to be used at the appropriate time.</p><p>8) Determine possible effects the party will have on the dungeon. e.g. If a group of orcs is attacked, one will get to the alarm bell and ring it in a few rounds then all of the orcs will rush to the PCs last known location together, entering the location through multiple doors if possible. e.g. If the barrier in 6) is torn down there will be an encounter in the orc area with a group of petrified orcs than an encounter with a basilisk.</p><p>9) Review the whole thing and change anything that doesn't make sense or interferes with the story.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2330842, member: 128"] Here's how I do it. I've always assumed everyone does pretty much the same thing. 1) Determine why the party will want to go there 2) Pick an appropriate type of dungeon (building, sewers, labyrinth, mines, ice tunnels, etc) based on the party's mission and the dungeon's location. 3) Pick the types of inhabitants based on the type of dungeon and desired challenge level. 4) Make a list of encounters I'd like the party to have. 5) Sketch out a map. Every location has both a) a logical reason for being built by the original maker of the dungeon, and 2) a reason for being there story-wise, even if it is just to illustrate the atmosphere of the adventure. 6) Assign inhabitant locations in a general way. e.g. "orcs here in this region, basilisk family in this reason" This helps determine the features of the dungeon, e.g. the orcs build barriers between their region and the basilisk reigon. 7) Set specific locations for encounters. Encounters that I don't want the party to miss get several alternate locations or are left locationless to be used at the appropriate time. 8) Determine possible effects the party will have on the dungeon. e.g. If a group of orcs is attacked, one will get to the alarm bell and ring it in a few rounds then all of the orcs will rush to the PCs last known location together, entering the location through multiple doors if possible. e.g. If the barrier in 6) is torn down there will be an encounter in the orc area with a group of petrified orcs than an encounter with a basilisk. 9) Review the whole thing and change anything that doesn't make sense or interferes with the story. [/QUOTE]
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What's your approach to dungeon-building?
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