The Dungeons & Dragons experience can be broken down into three core pillars of gameplay: combat encounters, social interactions, and exploration. Viewing the game this way gives you useful building blocks when writing your campaign. But while combat and social encounters often take center stage, exploration can often be a vague and overwhelming aspect of the game.
In this article, I will share a method I refer to as dungeon-based design to make exploration fun to engage with as a player and easier to prepare as a Dungeon Master.
- What Is Dungeon-Based Design
- From Towns to Nations: Scaling
- Time, Challenges, and Risks
- Example Design: The City of Erdwile
Social Interaction vs. Roleplay
Through this article, you’ll see very little mention of "roleplay," and instead, I’ll be using the term "social interaction." While roleplay is often listed as a pillar of gameplay, this sometimes creates the false impression that roleplay is somehow mutually exclusive from combat or exploration.
I want to emphasize that you can roleplay as part of any of the three pillars, so I’ll be using "social interaction" rather than "roleplay" when referring to the aspect of gameplay that involves interacting with PCs and NPCs.
What Is Dungeon-Based Design?
Dungeon-based design is an approach to designing engaging exploration that is, unsurprisingly, inspired by the design of dungeons. Your classic D&D dungeon is an excellent example of a node map for players to explore. Let's take this dungeon map presented in Appendix C of the 2014 Dungeon Master's Guide. At first glance, it seems to be a relatively complex arrangement of rooms and corridors.
However, if you treat each room not as part of a larger map but as an individual encounter that can stand alone, you can represent each room as a single point, a node.
This allows you to map out the possible routes between them, not how they're shaped by the dungeon, but as straight lines. The twists and turns of the caverns and corridors are a descriptive aspect of the dungeon rather than a strict element of the design, and pulling this back can let you view the dungeon in a much more abstract manner.
This is the core of what I mean by dungeon-based design; this node map is an accurate representation of how the players can navigate this dungeon. But if I take the dungeon image and change it for a settlement map, now instead of a layout of rooms and corridors, it's streets and neighborhoods.
But what is a node? A node is just a point where multiple paths meet. It's anywhere that you can expect your players to reach through multiple routes or depart via multiple options. It's where you can place challenges for your players to overcome, which I will get into next.
So, with this approach, you can view any form of exploration as being the structure of a dungeon but with a different descriptive layer over the top, like a skeleton in a trench coat. This one is a skeleton wearing a city trench coat, while another could be a skeleton wearing a world map trench coat! It's all skeletons, all the time!
From Towns to Nations: Scaling
As I've mentioned a few times so far, you can scale this approach up from dungeons to almost any level of exploration, even as far as a map of the planes of the multiverse. It's a case of identifying what your nodes are and what logical paths would exist between them.
For dungeons, the nodes are rooms or caves, and the paths are corridors or tunnels. The next step up in scale would be a large village or town, somewhere just big enough that going from location A to location B isn't just the case of a straight line. Dungeon-based design doesn't work well when there aren't limitations on what paths you can take, so small villages and hamlets aren't well-suited.
However, with larger villages or small towns, the high density of buildings can justify having specific routes. At this scale, the nodes are key buildings such as the tavern or town hall, and the paths are streets or roads.
Zooming out one step further, we have large towns and cities. The paths are still essentially the same, albeit on a bigger scale; instead of a path representing a single road or path, it's now a series of roads or a main highway running through the city.
But what has changed is what the nodes represent; instead of specific buildings, they now stand in for entire neighborhoods. Rather than the tavern, a node might represent the entertainment district, or instead of the town hall, it's the administrative area.
This allows you to put a lot more into a single node, and your players could spend an entire session exploring what it offers. I would advise keeping everything on theme and not overloading things. If you have a shopping neighborhood, limit it to two or three shops and keep them similar in nature. You can always have more than one; perhaps one area is the jewelry quarter, while another is the smithing quarter.
Beyond the city map, we have the world map where the nodes are settlements and other points of interest, while paths are highways, major roads, and commonly used routes through dangerous terrain such as mountains or forests.
But the scale doesn't stop here; you can go well beyond the world map. I've made maps of Wildspace systems with safe routes between them and even maps of the multiverse with paths detailing portal connections.
Time, Challenges, and Risks
Once you've got your dungeon-based design for your town, city, world map, or Spelljammer Wildspace chart, how do you make exploration engaging? Much like there are three pillars of D&D gameplay, there are three pillars of exploration: resources, risk, and challenges.
Time As a Resource
Resources cover anything the party can access that is used up by exploring and can run out, resulting in negative consequences. The most common resource in the context of exploration is rations, but I prefer to focus on a different resource: time.
Regardless of what the party is exploring, time is the one constant resource they will need. The party might not need food or water in a town or gold to bribe people in a dungeon, but they will always use time with everything they do.
As such, it can be beneficial to establish a unit of time that each action will consume while exploring. For example, actions in a dungeon might use a 10-minute unit of time, representing the average time spent moving between chambers, exploring a room, fighting a combat encounter, or picking a lock.
However, when navigating a world map, you might use an 8-hour unit of time or possibly even 24 hours. Whatever you feel reasonably represents how much time the party might spend on average doing any possible action on the map.
But what possible actions would the party have at their disposal? Generally speaking, possible actions can be broken down into:
- Move
- Explore
- Interact
- Overcome obstacles
- Rest
This list broadly covers what the player will typically expect to do when exploring a region and can be tailored to suit almost any environment. It just becomes a matter of describing these actions in a way that matches the unit of time you're using.
Resting at a dungeon scale of 10 minutes per action might mean taking six actions in a row to take a long rest, while at a city scale where it's 4 hours per action, resting would be two actions to take a long rest. That's why it's helpful to establish your units of time before deciding on the nature of the actions players can take.
One of the above listed actions is overcoming obstacles, leading to the following two elements of exploration: risks and challenges. Risks and challenges represent means of engaging with the character's skills and abilities and potentially depleting more resources such as hit points, spell slots, potions, and other limited-use abilities.
Risks and Challenges
In the context of dungeon-based design, an exploration risk is a course of action that can potentially have a negative outcome, with the chance being proportional to the benefit of taking that risk. For example, a shorter route saves time but with a higher chance of having a deadly combat encounter than taking the longer route.
On the other hand, a challenge is an obstacle that bars the party's way of advancing toward their goal and must be resolved through one or more possible means. Risks can be engaged at the party's discretion, while challenges must be overcome.
Typically, you want to place risks along the paths of your node map and challenges at the nodes themselves. Risks can be used to encourage your players to take alternate routes around the overall map and incentivize exploration. In contrast, challenges can be used to control the rate at which they advance through the overall goal of exploration.
That's one of the things I like most about dungeon-based design; it gives you, the DM, lots of tools for influencing the pace of the game and where the party goes without taking away their agency. You can say, "I'd like for you all to explore this village over here," but you're not forcing them to, and if they want, they can choose to risk fighting giants as they take a shortcut through the mountains. It strikes that balance between player agency and DM control that can be challenging.
Sources of Inspiration
As for what kinds of risks and challenges you can present, this is where we can reevaluate the two other pillars of D&D: combat encounters and social interactions. Combat encounters make for natural risks. You may deal with rampaging trolls, a bandit-plagued highway, or a dragon's lair.
However, traps and environmental hazards can also make for excellent risks. If you'd like some inspiration, Chapter 5: Adventure Environments from the Dungeon Master's Guide and Chapter 2: Traps Revisited from Xanathar's Guide to Everything are particularly useful.
Social interactions and puzzles make for wonderful challenges for the party to overcome when they reach a node. The party needing to convince a council member to let them pass through the gatehouse or answer a sphinx's riddle can provide an engaging barrier to advancement without the immediate threat of a combat encounter.
Something important to making challenges that are engaging rather than frustrating is giving the players the ability to step away from the challenge and circle back later. Nothing ruins a puzzle or social interaction more than the players being stuck there until they solve it. For some resources on these challenges, I recommend rules on Social Interaction in Chapter 8 of the Dungeon Master's Guide and Puzzles in Chapter 4 of Tasha's Cauldron of Everything.
Example Design: The City of Erdwile
Now that we've established the fundamentals of dungeon-based design, let's put it into action and make an exploration map for the City of Erdwile. We'll be using one of the maps found in Appendix C of the Dungeon Master's Guide as our starting point.
To set the scene, the players are traveling east, carrying an important message from the king of Borchanne that could signal the war's end with the neighboring nation of Tal'ryn. However, the treacherous river Erd lies in their way, and the only way to cross the river within the limited time they have to deliver the message is to pass through the City of Erdwile.
Erdwile has been doggedly neutral in the war and isn't willing to let involved parties pass, even if they carry a message of peace. The players must find a way through Erdwile without wasting too much time as other agents move against them.
Here is the map we will be starting with:
Our first step is to mark the nodes—key locations the party will pass through and encounter challenges at. We can do this based purely on aesthetics. What looks interesting on the map and will make for an evenly spread-out layout of nodes? Let's go with this:
Now, we need to connect the nodes representing city neighborhoods with paths. Some storytelling begins to emerge here as some paths represent bridges crossing the dangerous waters. This will start laying some groundwork for the risk the players might face.
With the basic node map of the city done, we can add some detail by naming the neighborhoods and other regions. Rather than do the whole city, I'm going to zoom in on this section:
Here, we have four neighborhoods (nodes) with four routes (paths) between them, so we need up to four challenges and some risks.
The challenges the players face can provide storytelling opportunities:
- Perhaps to pass through the Arena District without being accosted by guards, they must masquerade as gladiators and compete in the arena.
- For Old Palace Yard, the party must steal documentation from the watch house to take to Smugglers Nook and get forged into passes.
- In Manor Heights, they are accosted by the private guards of an arrogant noble who assumes the party is a group of thieves, and now they must prove their innocence by finding the real thieves.
We can also think about the unit of time the players will have to complete their actions. Based on the size of this city and some of the challenges we've come up with, a unit of 1 hour seems reasonable. This means the players can accomplish a reasonable amount per day while still feeling time pressure.
Now, we can look at risk. The routes between Old Palace Yard and the Arena District and between Smugglers Yard and Manor Heights involve crossing bridges. One could be a safe route with a high toll for the players to pass at the south versus a dangerous and rickety bridge that is intentionally poorly maintained to try and limit travel between the affluent Manor Heights and the lawless Smugglers Nook neighborhood.
This gives the players a meaningful risk/reward decision between safe but expensive and dangerous but free.
Meaningful Risk/Reward Balancing
The key to risk/reward balancing in exploration design is meaningful decisions. Choosing between something easy with no downsides and something hard with some downsides is not a real choice. There has to be a real reason to take the difficult option.
Maybe it’s quicker or cheaper, or there’s a chance of finding some loot or a magic item. There must be a motivation to do things the hard way that balances the risk of doing so.
Mapping Your Exploration
Dungeon-based design can be a valuable tool for creating engaging exploration experiences in your D&D games.
For me, what has made it a go-to tool when writing out an adventure is its scalability. I can use it to design challenges in a small town or map out the planes of the multiverse. I'm currently using it in a level 20 arc of my seven years (and counting) campaign as my players explore dangers and mysteries in the drow city of Menzoberranzan. I hope it proves as useful to you as it has been to me!
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
This is genuinely excellent content, and should be included verbatim in the next DMG. I applaud the idea of providing a framework connecting the many individual pieces the current DMG provides into a coherent strategy of designing and running a session and then connecting sessions into a campaign. It sounds simple when I write it out like that, but when you're a new DM it can definitely seem daunting, and difficult to maintain perspective.
I'd love to see this idea expanded upon, perhaps an exploration of different types of challenges you can run. Mystery, horror, history, man v nature, and then how to incorporate them in to a dynamic play map to give the players a living environment. There's also the dreaded social interactions! Even the professional modules will rarely have you speak to an NPC twice and practically never more than that. I'd consider myself no longer a rookie DM, but even I struggle with that balance of unique and fun vs mundane and tedious when I attempt a stylistic genre or gaming mechanic I haven't tried before.
TL:DR this is good, please make more of this.
One of the best tip articles I've seen in a while and a real novel way of simplifying the description of a city.
This has a very Interactive Fiction feel to it (ie. old-school text adventures). Love it!
Looks like a Mike Schley map. He has a website: https://mikeschley.com/portfolio
Thank you, this was an excellent article!
I mapped out my city and a lot of lines crossed. I put key locations at these points. It helped me figure our where a few placed are at on the map. Very cool.
This is truly great advice. I had never considered it from this point and I have literally been struggling with a better way to look at exploration as my current party of players hate having too many options. I will find a way to blend this with my current method to make it simple! Thank you!
With a city, or similar area where travel isn't normally restricted, one idea I would suggest would be to have places be linked not based on location but based on accessibility, and on knowledge of.
For example, in order to cross the city (in this article's plot idea) you could need permission from one of three city officials. (perhaps the lands beyond aren't civilized, so it's not like most people want to travel there, or perhaps they closed their gates because of the war.) Obviously, top city officials don't make time to meet with any random person who asks. Perhaps one of them is the head of some temple, and the temple has a holiday coming up where people who have demonstrated loyalty to the faith are welcome (and provide a service that they can render to the temple.) A second official is known to be fond of gladiator games, and will sometimes invite particularly good gladiators to meet him. The third is sequestered in his home, hasn't been seen for months, and there are all types of rumors flying. To reach him, the players will have to sneak in, whereupon they'll discover that he's a prisoner in his home, or afflicted by a curse, or some such.
The first step of meeting with the religious official is deciding which religious quest to take. The second is the party, perhaps culminating with an attack. Then they meet the offical, and get tasked to track down the preparators of the attack, in exchange for a favor (being allowed to leave the city on the far side.) They're given a few names that might help them track down the preparators, each in different locations and with different problems to reach.
I'm sorry this became so wordy. The idea was that they're "Exploring" the city's different areas, (and different politics) but they're choices aren't based on location, but on what's going on. It isn't normally hard to travel around in a city, and there's no reason that the temple's initial quest should be closer to the entrance than the party is. The reason that I feel this is exploration is that each step open up new areas for them to access/explore.
By knowledge of (in the first paragraph) I mean that there can be special gardens, and/or other places, in various locations in the city. They won't know about them until they've befriended city residents (likely via quest) and/or they won't have access until they've done the same. Again, these areas aren't out of reach due to distance, they're out of reach until they're told of them, and/or until they obtain accessibility.
You're very much right, and that's actually what I do. My players are currently exploring a city and each node represents a neighbourhood controlled by one of three factions, and the routes represent an abstracted movement from one neighbourhood to another. To successfully reach an adjacent neighbourhood, they must overcome a challenge determined by the relationship between the two factions.
The system works so well in my opinion because it can be as literal or as abstracted as you need.
What a great article. I will use this more often. Keep it up.
Thanks, Davyd!
This is a great article that really helps with the meat and potatoes DMs need to make the magic soup! Thanks Davyd
Excellent advice. Thank you for writing this!
Intriguing
Really sounds advice all around! I had already started taking exploration like a dungeon with some time to travel between the nodes, but hadn't considered yet taking the same approach to cities and World Maps – mostly because there is usually not enough time pressure to limit players into exploring a city sequentially, but this might work for specific adventures or even chase sequences!
One particular advice given that I really like and have already implemented in my games is trying to make challenges that players can step away from, particularly puzzles
There's nothing as frustrating for players as getting stuck on a puzzle that is the only way forward. So I usually put puzzles as optional paths to extra treasures or objectives, or maybe as a shortcut to certain paths of a dungeon. Occasionally, I've even thrown in one as part of a combat encounter, where solving the riddle correctly would activate magic that would create a safe area for players or enchant a weapon to be magical in a particularly difficult combat versus monsters immune to non-magical damage
Another thing to consider when thinking about the three pillars of play is how they map to the three 'classic' types of conflict in traditional literary analysis. Like the simple machines, this list has expanded and changed over time, but the general notion is this:
The time scale thing discussed here is also so, so important, and a thing I think about almost constantly. When you're taking this approach to design, consider some of these ideas as well:
A Social Encounter is a fundamentally different beast than a Combat Encounter in D&D, but be prepared for them to sort of emerge dynamically. As with all things in the TTRPG space, the freedom created by the medium allows for quite a lot of Autonomy - you may have wanted the heroes to parley with the smarmy noble, they may decide to simply kill him. That decision exists beyond you; you might say that he had his archmage cast "Invulnerability" on him, which is a valid choice, but there's not a whole lot you can or even should do to prevent a given course of action. Bonds, Flaws, and Ideals exist here as leverage you can use (and currency the players spend) to encourage them to follow the social conventions of your game world. It doesn't necessarily have to make sense against a real-world comparison - heroic adventurers are here to accomplish a job, heroically, not necessarily tidy up all the loose ends of actual social interplay. In order to best use the Bonds, Flaws, and Ideals of your characters in Social Encounters, try to make it clear that you're not interested in resolving the problem through fighting (or at least, not purely through fighting). Have their opponents make it clear that they need not be enemies even if they don't agree on everything; flat-out saying so is a good way of doing that. Some players don't have any interest in a Social Encounter, the same as some players don't really have interest in Combat Encounters; that's ok. Don't compel their participation. If a player has disengaged from an encounter, don't attempt to compel their character to participate. Assume that they are generally supportive of the resolution and move on. Secondly, make sure your players understand that table talk is "ok" during a Social Encounter to the same degree you allow it in a Combat Encounter. If you don't allow players to strategize out-of-character during Combat, I might even encourage you to allow them to do so in Social Encounters, simply because Bonds, Flaws, and Ideals may not have been outright discussed in character but might have been inferred or even discussed during downtime; players may not know about these bonds their characters share or they may, or they may prefer to hide them. Whatever their preference is, make sure they are able to engage with it. Thirdly, remember that a Social Encounter, most often includes the assumption of victory: The players will get some version of what they want out of the Encounter. The degree of success is essentially a measure of what it costs them. Spell Slots and limited use Class Features are great resources to consume in this instance, same as they are in combat. The "fail state" of a Social Encounter isn't a TPK; it's corrupting Ideals into Flaws, breaking Bonds, or promising additional complications in the future for the characters with new Bonds. Remember, a good default assumption of the outcome of a Social Encounter should be that the players get over the goal; it's setting the stakes, incurring costs, and rewarding them with future currency that determines the how they get there.
Except in rare circumstance, the rules for DnD don't really account for varying degrees of success. A check has a DC, which must be met or exceeded, or it fails. In some situations, they add a little extra flavor with a "Fail by 5 or more" condition and sometimes a "Succeed by 5 or more," but that can be tiresome to map out for every possible instance. Plus, while I describe this as Individual vs. Fate, it's rare that the players' characters are going to attempt something or suffer something as Individuals, which means that their degree of success should probably be measured as a group. In that way, we can take a "Best out of x" approach, which lets us keep the traditional binary DC of a DnD (pass or fail) and add degree to it by counting number of passes or failure. I like the 4e concept of "Skill Challenges" for this, though not necessarily in the way 4e modelled it (you can look it up or check out MCDM's ideas behind it). Basically, the gang is trying to do something and they make Ability Checks to score successes. Depending on the difficulty of the challenge, they're trying to score a certain number of successes before garnering three failures - three strikes you're out. Strike 3 should almost never mean they just fail - it just means that they have a bad consequence they have to navigate. If they're trying to get out of the collapsing tomb underneath the Necropalace of the Prime Lich or whatever, they might be making Athletics, Acrobatics, Survival, Perception, or even Religion, HIstory, or Nature checks. They're probably not making a lot of Persuasion or Performance checks, but, who knows, maybe. The idea is that you go turn by turn, checking with what they want to do, then you have them roll a check based on their action choice on their turn. If the pass the DC of the encounter (which you can set), then they score a success, and they're one step closer to escaping without issue. If they fail, they mark a strike, and they're still one step closer to escaping, but the "without issue" part is gone. If any characters score 3 failures (in any combinat) before succeeding a sufficient number of times (I always treat it as 5 / 7 / 9 for challenging / hard / good gods how they gonna do this), they still get to the exit, but it collapses as they get there, dumping them into a subterranean cavern under a tide of bone and necrotic earth. They make one final saving throw (or use whatever spells) and take a bunch of damage on a success or a truly nutzo amount of damage on a failure - but either way they're out. It could be that this is how the Encounter always ends, but the number of Failures they score determines the number of dice you roll for damage or even the DC of the final check. For example, if the base DC is 13 vs 4d6 Bludgeoning and 4d6 Necrotic (half on a success) and they score two failures before succeeding, you could either increase the DC to 15 or bump each of the damage dice by 2 increments, for example, to 4d10 instead of 4d6. When you do the latter, remember to take into account that damage math can be very wonky. Keeping the DC low and increasing the damage is a great way to reward your beefier characters (for whom the higher damage numbers mean less) while a higher DC with less damage punishes everyone a little more equally.
Agreed. I'm currently reading So You Want To Be a Game Master by Justin Alexander, and many of the topics from here are reminiscent of some of the information that's covered in the book.
Great article.
Thanks for taking the time to write this up, Davyd. I think you are focusing on one of the pillars of storytelling that is often overlooked. It is always interesting to me to see how other DMs approach the less structured elements of running the game.
This is one of the most usefull pieces i've read in Beyond. Thank you very much. I hope I'll be reading more in the future.
Make more of this *AND give us some Campaign tools on Beyond!
Bravo. This is absolutely going to help newer and seasoned DM's.