Dungeon Layout
Concepts and Rhetorical Questions
- Understand how challenges and rewards interact with room layout.
- A deathtrap in a chokepoint of the dungeon makes dealing with the
trap necessary for progress. Is this a crucial obstacle or a permanent
hindrance?
- Loops allow the party to approach a challenge from a different
angle. What might be in the room that needs a new perspective?
- Branches allow interchangeable exploration of rooms. Should the room
contents be interchangeable?
- Interconnectivity promotes exploration and keeps players hooked.
- Locks and keys (not necessarily literal) are enticing as they show
you rooms, implicitly or explicitly. What might be worth locking
up?
- NPCs may give information about the dungeon - what information might
be smart to give?
- Fragmented items gives hints to another part. What is so dangerous
it needed breaking?
- Secrets are tweaked by their degree of concealment, but hints don't
give answers.
- A gap in a map suggests a hidden room, but only suggests. When
should a gap hide a secret?
- Knowing there is a secret doesn't tell you the secret. What hints
don't give away the answer?
- Is there anything that can't be secret?
- Traps are permanent tools.
- Anything might set off a trap. Who in the dungeon knows about
it?
- A party sometimes needs to use violence to progress. Should a
deathtrap be disabled?
- Traps may harm, but they may do other things as well. What would be
worth the damage?
- Deeper levels means tougher challenges.
- When are shortcuts too deeper levels cheapening the increased
difficulty?
- When is being in over your head fun?
- How much choice in difficulty should the party have?
- Breaking preconceptions is frustrating during and rewarding after.
- Learning a pattern of "left doors trapped, right doors locked" is
fun. How many ways are there to subvert that pattern?
- Players get comfy with rumors if they know them to be true. What
NPCs might lie?
- The deadliest traps are not the ones that do the most damage, but
the most surprising. What easy traps would set up easy preconceptions
for a party?
Context
As a fun little exercise, I decided to make a dungeon according to
the loose procedures in the OD&D original booklets. In this, room
layout and traps are completely open to referee discretion, while
monster stocking and treasure is mostly randomized. This made me
realize: I need to think hard about the layout of the two free elements,
rooms and traps. The 6 points listed above (room layout,
interconnectivity, secrets, traps, leveling, and preconceptions) are are
tools to be deployed in dungeon design to keep the exploration
going.
I wrote this as salient points I've considered in my progress on the
journey. I think the dungeon will be done soon.
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