![]() ![]() (See also this post on Quality Dungeons.) It's theoretically oriented towards OSR design, but I think the advice is 100% applicable regardless of ruleset. Dungeon Checklistfrom Goblin Punch is more about stocking the dungeon than designing the space, but still worth taking a look at I think.Also check out the Dungeon Design and Stocking post. Of these, I think you'll find #3 the most interesting, since it's responding to the node-based design post linked above. The predecessor blog to ADG, Dungeon of Signs, also has a Megadungeon series ( One, Two, Three, Four).The most recent post on Jewelbox Dungeons is great! In the back archives, I'd start with The Classic Dungeon Crawl, then check out Exploration Play. All Dead Generations has a few posts that are worth checking out and noodling on re: dungeon design.This post on Node-based Megadungeon Design over at In My Campaign seems exactly up your alley here.Regardless of trad dungeon or pointcrawl format, nonlinearity in design is crucial for making the dungeon seem interesting and worth exploring. Jaquaying the Dungeon, from the Alexandrian, is incredibly helpful re: dungeon structure.So do you know of any good resources for creating dungeons? I don't mind if they're created with "traditional" dungeoncrawling in mind as that kind of stuff can easily be simplified into a point-crawl format. I'm not too bothered about the details of each and every little room or corridor and want to instead focus on the interesting parts. Something that I've really taken to heart from Dead Names: Lost Races and Forgotten Ruins is that I much prefer to prepare point-crawls over dungeoncrawls. However, I don't want to only use such small dungeons. And the latter has been useful for thinking about dungeons in general. Even though the former is written with sci-fi in mind the tools are, as usual for Sine Nomine stuff, fairly easy to transplant and reflavour. ![]() ![]() In the past my primary resources for whipping up dungeons have been Dead Names: Lost Races and Forgotten Ruins from Sine Nomine Publishing and the Five Room Dungeon. I'm just glad to have finally got some actionable feedback to work with. However, one of the main pieces of feedback I received from my players after our recent D&D 5e campaign was that they wanted more dungeons in their game of Dungeons & Dragons. Over the years I've sprinkled them in here and there but I've never gone too heavy on the dungeoncrawling in my games. I've generally not been a fan of dungeons, but that's probably due to me just not being very good at running them. ![]()
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