Tuesday, 30 October 2012

Making a Dungeon

After recent fun experiences playing both noisms Yoon-Suin setting and Lamentations of the Flame Princess with Patrick DMing, I've been thinking about (eventually) running something a bit old school myself.

I'm trying to come up with my own homebrew dungeon and have some ideas for (hopefully) novel traps and situations; I'm wondering what people would recommend doing/thinking about when creating a dungeon. There are great resources out there of course:
But nevermind those: what do you think is important to think about when designing a dungeon? Are there particular tropes that should be followed? And are there cliches that should now be avoided?

3 comments:

  1. Rival Dungeon Delvers. Other groups exploring the dungeon who the party can ally themselves with or work against:

    The Cultists looking for some evil artifact

    Monks looking to prevent the cultists and anyone else from discovering said artifact

    The criminals using it to hide their contraband

    The Sheriff looking to catch the criminals in the act

    The Vikings looking to loot the place before you

    The local government agent looking to tax/confiscate any treasure found

    Here are some examples:
    http://billygoes.blogspot.co.il/2012/06/witold-and-jolly-janissaries.html
    http://billygoes.blogspot.co.il/2012/10/roving-cultist-thugs.html
    http://billygoes.blogspot.co.il/2012/10/inspector-konrad-czacki.html
    http://billygoes.blogspot.co.il/2012/10/the-twin-crowns-of-shrine-of-blessed.html

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    Replies
    1. Thanks for your thoughts! That's really cool.

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    2. Thank you, Nathan! Your post inspired me to do some Dungeon Mapping!

      http://billygoes.blogspot.co.il/2012/11/sandomierz-megadungeon-architecture.html

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