So, I'm in the process of creating a dungeon for a future session. I generally hate dungeons. They are monotonous and contrived. Still, sometimes, going inside an old ruin is necessary for the story. So, I started thinking of an alternative way of presenting this dungeon.
I am thinking about mapping the dungeon out in broad strokes. It's divided into five sections, which I will describe and explain. Each section will have several encounters, all without the room-by-room slogfest of your typical dungeon exploration. Characters can still explore, but without using a detailed map, revealing one room at a time.
Has anyone else ever done something like this? Any tips?
Are there any other ways of presenting a dungeon?
Thanks, everyone!
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C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
So, I'm in the process of creating a dungeon for a future session. I generally hate dungeons. They are monotonous and contrived. Still, sometimes, going inside an old ruin is necessary for the story. So, I started thinking of an alternative way of presenting this dungeon.
I am thinking about mapping the dungeon out in broad strokes. It's divided into five sections, which I will describe and explain. Each section will have several encounters, all without the room-by-room slogfest of your typical dungeon exploration. Characters can still explore, but without using a detailed map, revealing one room at a time.
Has anyone else ever done something like this? Any tips?
Are there any other ways of presenting a dungeon?
Thanks, everyone!
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
Try checking out this article: Everything’s a Dungeon: A Different Approach to Exploration Design. It touches on node-based design for dungeons
Find my D&D Beyond articles here