I have played D&D many times, as both a player (lots of experience) and but a few sessionsas a DM. However, from my experience playing the game, i know what most players will most likely enjoy, and a few tips on making them.
PART 1: Think about flavor
Is it a claustrophobic and dense forest, chocking the ruins of an ancient civilization, or is it an airship full of sky pirates? A barbarian tribe's huts on a cliff with waterfalls flowing over the edge, or an ancient treasure vault deep underground that can only be reached by a trek through miles of tunnels, each on the verge of collapse.
All of these places different, not just in terrain, but in the feel of them, going deep into a dungeon should create a feeling of building dread, while exploring an enchanted feywild forest should evoke a sense of wonder.
PART 2: Think about function
Some locations work better as combat encounter areas, others are great for hiding traps, and some are a perfect fit for NPCs. For example, dungeons don't typically work well for RP focused adventures, while a plain room makes for boring combat.
Think about this before throwing in monsters, traps, and NPCs.
As a side note: think about logic. you probably won't meet your regular Joe standing in a room that you would have to battle through a zillion traps and monsters to get to, unless there's some special reason
PART 3: Fun!
Most locations are more fun when there's something to play with, like a control panel that moves elevators and walkways around in a goblin city built into the sides of a ravine, or a barrel marked with a skull and crossbones that explodes when lit on fire. Players are most bored when there's nothing to do.
So often fantastic locations are endgame content. Don't do this. Sure its nice to have the climax in a near-apocalyptic setting, but give them many such experiences all along the way. Its a fantastic world. Goblins use zip lines to escape after fleeing to a cliff. Waterdeep has colossal statues that sometimes get animated. The Yawning Portal has a yawning portal. The tinker gnomes. have a catapult municipal transit system. Chult dino races. Traveling bazaars that live on the back of giant turtles. Its a world full of magic let gravity shift, let things be alien and weird. This doesn't have to be all soaring high fantasy. You don't get more grim-dark than Barovia and there is plenty there that is strange and fantastic. Just stop when you building locations and ask how might this place be different from the real world even.
Introduction
I have played D&D many times, as both a player (lots of experience) and but a few sessions as a DM. However, from my experience playing the game, i know what most players will most likely enjoy, and a few tips on making them.
PART 1: Think about flavor
Is it a claustrophobic and dense forest, chocking the ruins of an ancient civilization, or is it an airship full of sky pirates? A barbarian tribe's huts on a cliff with waterfalls flowing over the edge, or an ancient treasure vault deep underground that can only be reached by a trek through miles of tunnels, each on the verge of collapse.
All of these places different, not just in terrain, but in the feel of them, going deep into a dungeon should create a feeling of building dread, while exploring an enchanted feywild forest should evoke a sense of wonder.
PART 2: Think about function
Some locations work better as combat encounter areas, others are great for hiding traps, and some are a perfect fit for NPCs. For example, dungeons don't typically work well for RP focused adventures, while a plain room makes for boring combat.
Think about this before throwing in monsters, traps, and NPCs.
As a side note: think about logic. you probably won't meet your regular Joe standing in a room that you would have to battle through a zillion traps and monsters to get to, unless there's some special reason
PART 3: Fun!
Most locations are more fun when there's something to play with, like a control panel that moves elevators and walkways around in a goblin city built into the sides of a ravine, or a barrel marked with a skull and crossbones that explodes when lit on fire. Players are most bored when there's nothing to do.
I did NOT eat those hikers.
If I may?
PART 4: Any Level
So often fantastic locations are endgame content. Don't do this. Sure its nice to have the climax in a near-apocalyptic setting, but give them many such experiences all along the way. Its a fantastic world. Goblins use zip lines to escape after fleeing to a cliff. Waterdeep has colossal statues that sometimes get animated. The Yawning Portal has a yawning portal. The tinker gnomes. have a catapult municipal transit system. Chult dino races. Traveling bazaars that live on the back of giant turtles. Its a world full of magic let gravity shift, let things be alien and weird. This doesn't have to be all soaring high fantasy. You don't get more grim-dark than Barovia and there is plenty there that is strange and fantastic. Just stop when you building locations and ask how might this place be different from the real world even.
nice addition!
I did NOT eat those hikers.