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Thread: Guide to Dungeon Design
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2017-01-16, 06:11 PM (ISO 8601)
- Join Date
- Dec 2009
- Location
- St. Louis
Guide to Dungeon Design
I often find that the hardest part of DMing is trying to design a good dungeon. I like them to be interesting, with good descriptions, varied rooms within a discreet "theme" and various puzzles/things my players can work out.
This being said, I think it would be a good idea for the Playground to put together a guide or workshop, or some sort of collection of advice and suggestions for making good, interesting dungeons.
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2017-01-16, 10:32 PM (ISO 8601)
- Join Date
- Aug 2014
Re: Guide to Dungeon Design
Whenever I see a post on dungeon-building, I like to imagine a business card that reads:
E.G.G. Architecture
Temple, Tomb, Caſtle, Keep, & Donjon Deſign & Conſtruction
Caſtle Greyhawk, Ste. 756
Ye Free City of Greyhawk
Aſketh about our "Acererak Special!"
If you want to scare the heck out of any grognards in the group, just leave that on the ground near the entrance.
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2017-01-17, 04:30 AM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Behind you!
- Gender
Re: Guide to Dungeon Design
There's this insightful guide to building dungeons.
https://dnd-wiki.org/wiki/Dungeonomi...structanomiconPokemon Mystery Dungeon D20: A system designed for adventuring in a Pokemon Mystery Dungeon world.
The Review/Analysis Thread: In-depth reviews of various games and RPG products.
The New/Redone Monsters Thread: Taking bad or bland monsters and making them more interesting and challenging.
Yu-Gi-Oh!: Realms of Myth: In the world of monsters, Winda and Wynn go on an "epic" journey to find the legendary Dark Magician.
Keys to the Contract: A crossover between Madoka and Kingdom Hearts.