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THE OLD DUNGEON WORKSHOP: One (Quick) Way I Build A Dungeon

 


I've recently completed the first level of my "wine dungeon", run it for 12 sessions, and finally have strong thoughts coalescing for a level 2. Given that next year will be the 50th anniversary of D&D, dungeons and dragons have been on my mind.

I think two three of the best articles I've read on dungeon building are:

Looking at Nick's The Two-Week Megadungeon post, he had a nice little table (below). I think it demonstrate that when creating a dungeon it is helpful to thing of monsters, traps, and treasures that define your dungeon.

I've taken that table below and linked to one of my various thoughts on the matter:

Roll 1d20 for each Room
1-10: Empty
11-13: Creatures (and what they want)
14-16: Creatures with Treasure
17: Trap
18: Trap with Treasure
19: Something Weird
20: Unguarded Treasure

Get to that map-making because after all: 
It also important to remember that something is better than nothing.  All D&D is hackwork and a half-assed idea that gets your game on the table is better than a perfect one that takes months. ~In Places Deep, Mastering the Megadungeon

Make your monster, trap, treasure lists, check 'em twice.
And draw out that dungeon- rooms both naughty and nice!
Grab friends one and all, 8-10 should suffice.
And kick in a door one, twice, thrice!
For their trouble, they die by tooth, claw, slime, or vice!
But the danger is worth it with treasure in their sights!

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