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| #1ekioAug 24, 2010 16:20:24 | I know this is one of the most basic things a DM should know. I know, I know, I know. However, through my years as a DM, I've always had a hard time building dungeons. Though the PCs get a kick out of it at the time, but I feel like I could do more. Every time I sit down to build dungeons, they just seem to be general "go into this room and fight these guys, rinse, repeat" kinds of dungeons. But for some reason, I just can't figure out how to smoothly do other types of dungeons. Tips? Tricks? Ideas? What helps you make dungeons? What inspiration do you pull from? How do you sketch out dungeons? |
| #2atomicbananaAug 24, 2010 16:34:54 | havent made many dungeons myself, but I find Gabe's (Penny Arcade) dungeon designs to be really f-ing cool. Check out some of the news archives and he posts pics/descriptions of his encounters. www.penny-arcade.com/2009/9/30/ but for me I like to take a look at the skill charts for characters and think about ways to implement bonuses OTHER than attack and damage. |
| #3hjustinAug 24, 2010 17:23:07 | I know this is one of the most basic things a DM should know. I know, I know, I know. I never just make dungeons just for the sake of making dungeons. These locations were built by somebody for a purpose. You just need to decide who built them and why? And what rooms would they have built to satisfy their needs. My home group has spent our last two sessions in a keep built 3000 years ago (campaign time) as a home, a refuge for outcasts, and a center for learning. The keep consisted of a central tower (the builder's sanctum), appropriate outbuildings (smithy, stables, etc) and an underground level. This underground level contained sleeping quarters, dining hall, labs, libraries, pantries, and armory, a well room, etc. Knowing all this, the dungeon built itself. And since this place has been abandoned all that time, and was occupied by a humanoid invasion force about 700 years ago, it's nasty now, haunted by ghosts of these invaders. And occupied by shadar-kai who are trying to get into the builder's sealed tower. |
| #4pauzeAug 25, 2010 0:17:26 | Short end notes provided. The tip about thinking what would be in the dungeon/building for a purpose is a good tip. However going through every buildings kitchen would get to be a bit boring after a while. For a wizard's towers or academy for instance, there may be no place for eating or preparing for food reasons of the use of magic for such purposes. I would suggest thinking of a motif to repeat throughout the dungeon. Take whatever the (ancient) use of the place was/the bad guy's theme is, and expand it throughout the dungeon. For a group of dragon worshipers/servants/henchmen/dragonkin use a dragon motif. For example, the door to the entrance are set into the stone of the mountain/hillside are designed as giant wings. The hallway leading deep inside has the appearance of scales, the history of a particular dragon's accomplishments, or the ongoing battle between the dragons and their arch-nemesis (Angels or Demons). When reaching the main lobby, the PCs encounter a spiral staircase working circularly upwards along the wall, as if in a tower, and the largest dragon skull they have ever seen. Smaller or larger details could be placed. If smaller, perhaps the skeleton of a whelp, or scales of each color of dragon in an organization, or existing in a world. Another winged door leads to a staircase leading downward. perhaps the door opens when approached as if the wing was moving to maintain flight. All of these details are installed to create a hook for later and should be provided by the story you intend to tell. Does one of the Angels in the picture bear a greatsword similar to the one possessed by the Angel who sent them? Does one of the doors bearing a fang, instead of a wing, not open? Does the fang tip off the PCs that it is trapped? Do all of the scales have a casing, yet one casing is missing a scale. Was it Stolen? Why just the one? Was this the only dragon that the wizard/Dragon hunter never killed? Maybe it is of a color that has never been seen, only existing as legend, or never dies. For a dungeon, developing a sense of intrigue and leaving things unsolved can give a greater feeling of a lost knowledge to the area. Though a tavern should have a kitchen, no great detail should be placed on it. A barracks might also have a kitchen, but could probably be improvised. The kitchen at a wizardry school may only be for servants. At a Mage's personal flying tower though, why would there be a kitchen? Shouldn't the Mage be more concerned about security or convenience? Instead of a kitchen, wouldn't he prefer a scrying room? A library? A room with a large magic structure that produces the cloud that the tower rests on? A magic crafting room? This line of thinking can also cause the exact problem you are having, lack of flavor. They are rooms that have certain items in them, but lack the motif to be carried throughout. What kind of wizard owns the tower? Use this to inform what motif would run throughout. The mage's tower is high and away, but concerned with not being found. An illusionist controls it currently, traps could be complex illusions. The entrance to some of the rooms could simply be minor image's created to look like the rest of the wall, leading the PCs to drag their hands across the wall the find more rooms. in the library, papers could be scattered across the floor, when the PCs enter, the papers bind together to form a guardian. (For game purposes use a golemn or whatever other monster fits in with an appropriate challenge rating.) The magic crafting room has what appears to be a newly crafted item (that someone suspiciously left behind) which is actually cursed. All the while, the characters keep seeing vivid images of people they know being lost or captured, and themselves being faced with a terrible fate in the highest room of the tower. Yet, (since you had made the tower so difficult to continue through and the PCs are nearly worn out and worried about facing such horror in the "boss" fight) the pcs enter to see the wizard sits in his chamber extremely worried the PCs will hurt him. He is a gnome wizard that can do little more than illusions or craft magic items. If he is befriended he will warn the PCs of the cursed item. If not, the PCs will have to find out on their own. The next step would be to create unique cut-scene rooms. Instead of a simple hidden door, place it behind the statue of the fourth king (the one who betrayed his own people). For reference, think Indiana Jones. Particularly the staff which guides the ray of sun on the map once all the conditions have been satisfied. This is a point at which Indy takes a step back and simply watches the room the DM designed take action (or something like that). 1. Find a motif/theme from the ownership/ancient origin/organization's MO. 2. Take portions and scatter throughout including traps, door, hallways, ceilings, items, etc. 3. Give one or two rooms dynamic. |
| #5hjustinAug 25, 2010 6:45:48 | You can flavor and motif your dungeons to taste in a way that is informed by its current story. What do your players enjoy? My group doesn't notice what some would consider mundane rooms because they are usually in a dungeon for a purpose tied to the story of the campaign. Some of the details offered above they would consider cheesy or over the top. Does your group lean towards realism or the fantastic? Again, flavor to taste. My advice is primarily intended to get you thinking about the specific rooms you incorporate in a dungeon rather than connecting a bunch of random geometric shapes with corridors. I think this is important to consider if your dungeon was constructed. If you are doing a massive underground, natural cave complex, then go to town. It's going to be random and organic. Finally, if you want to conduct some research of your own, there are countless examples available. Even the old classics like Keep on the Borderlands or Castle Amber are great examples of the types of dungeons one can build. Have fun and good luck! |
| #6XeadinAug 27, 2010 2:21:48 | I know this is one of the most basic things a DM should know. I know, I know, I know. Sometimes I don't really sketch out dungeons, but sometimes the encounter's natural environment gives me an idea on what to add to it. A lot of it is based on physical combat with monsters and enemies, but sometimes I'll throw in a curve-ball every now and then and add in or make the players think about certain challenges. Traps and hazards are a fun way to make players think about skills that they have yet to use. Putting the character to full use is what makes the campaign the most memorable, and even if it didn't go as well as they had planned, they would at least know that certain skills work in some challenges than in other. The important thing is throwing those curve-balls at just the right moment to break up the boring pace of combat. Even throwing in skill challenges in the midst of combat makes it fun. Change the pace every now and then. It's not because you're having a tough time building dungeons-- you just need to dig deeper into the actual structure of the location. Add a couple of traps; devise a few hazards. Make the characters adapt to the environment. For better or for worse, it's not about how it's made, but how much effort is put into developing it further. ;) I've made tons of maps during my two years of playing D&D, and developing the environment is one of the more difficult aspects of dungeon making, but it is an absolutely critical part in making a well-planned adventure, and [overall] a great campaign. |