Try thinking about what the dungeon was originally used for, or how it was originally constructed. Also consider where it is located in the geography of the world (for example, is it near a source of water?).
I like to start thinking about what my intent for a dungeon is, and where I plan on using it. Is it a structure that was built by a particular individual or group of individuals? If so is it subterranean, above ground, a combination, and are those that built it still using it. If it is a natural cavern then how deep does it go, does the nearby terrain have mountains or hills that could allow the cave to be mostly horizontal for the size that is expected. Or is it just a building, perhaps falling into disrepair or currently occupied and remarkably well maintained? Start with the intent and the theme, and it can help direct some of the further objectives.
From a more mechanical standpoint one of the main things I consider is how long I intend for my players to spend in the dungeon, which helps guide how large I will make it. If you only expect it to be a single session then avoid creating a massively sprawling maze of interconnected pathways, hidden doors, and multiple levels that delve deep into the earth. On the other hand if the dungeon is supposed to remain a major component then it might require the extra size and features.
Early map considerations include determining how many entrances there are. Players love choices, and if they discover additional ways in or out of the dungeon it can provide them with an extra feeling of being rewarded for searching. Also, for anything but the smallest of dungeons try to avoid the linear, really only a single path available, dungeons as it can leave your players feeling railroaded. Even if it is only a two-story house that they are going through, have multiple rooms on each floor, so that they can choose a few things, even if they only really need to go down a few of them in order to reach their intended destination.
Regarding the creation of your actual reference map there are options for what you can use. Pencil and paper are still perfectly workable options, either graph paper for an already present grid or jot down a general scale. Digitally you can also find map making software, although I tend to still use either Adobe or PowerPoint for my maps.
Hope some of that helps, if you have any specific questions feel free to ask.
I have just started playing d&d and i need a challenging dungeon to push my players to their limits, does anyone know a digital way to make them (I prefer digital because my handwriting looks like a chicken tried to draw a self portrait but it skipped every art class in its life).
I'm old school, grab me a piece of graph paper and give me a couple hours. Otherwise you could do similar in a paint application. Just make sure to create a legend that explains what important symbols mean (wooden/steel door, secret door, traps, points of interest, etc).
Hey there! I was wondering if anyone had any advice on building a dungeon map?
Try thinking about what the dungeon was originally used for, or how it was originally constructed. Also consider where it is located in the geography of the world (for example, is it near a source of water?).
My RPG Design Blog on Facebook
My Recent Product Announcements on Twitter
There are loads of tables and helpful text in the dungeon masters guide :)
I like to start thinking about what my intent for a dungeon is, and where I plan on using it. Is it a structure that was built by a particular individual or group of individuals? If so is it subterranean, above ground, a combination, and are those that built it still using it. If it is a natural cavern then how deep does it go, does the nearby terrain have mountains or hills that could allow the cave to be mostly horizontal for the size that is expected. Or is it just a building, perhaps falling into disrepair or currently occupied and remarkably well maintained? Start with the intent and the theme, and it can help direct some of the further objectives.
From a more mechanical standpoint one of the main things I consider is how long I intend for my players to spend in the dungeon, which helps guide how large I will make it. If you only expect it to be a single session then avoid creating a massively sprawling maze of interconnected pathways, hidden doors, and multiple levels that delve deep into the earth. On the other hand if the dungeon is supposed to remain a major component then it might require the extra size and features.
Early map considerations include determining how many entrances there are. Players love choices, and if they discover additional ways in or out of the dungeon it can provide them with an extra feeling of being rewarded for searching. Also, for anything but the smallest of dungeons try to avoid the linear, really only a single path available, dungeons as it can leave your players feeling railroaded. Even if it is only a two-story house that they are going through, have multiple rooms on each floor, so that they can choose a few things, even if they only really need to go down a few of them in order to reach their intended destination.
Regarding the creation of your actual reference map there are options for what you can use. Pencil and paper are still perfectly workable options, either graph paper for an already present grid or jot down a general scale. Digitally you can also find map making software, although I tend to still use either Adobe or PowerPoint for my maps.
Hope some of that helps, if you have any specific questions feel free to ask.
I just draw my own maps, just go with the flow
I have just started playing d&d and i need a challenging dungeon to push my players to their limits, does anyone know a digital way to make them (I prefer digital because my handwriting looks like a chicken tried to draw a self portrait but it skipped every art class in its life).
https://donjon.bin.sh/d20/dungeon/
This is a good random dungeon generator, it's free so don't worry about that
I'm old school, grab me a piece of graph paper and give me a couple hours. Otherwise you could do similar in a paint application. Just make sure to create a legend that explains what important symbols mean (wooden/steel door, secret door, traps, points of interest, etc).