It’s the classic D&D dungeon: A 15×10 room with a black pudding and a treasure chest and a tapestry on the wall. Next room: Some bugbears and a trapped floor. Next room: Locked door, hidden passage, and a skeleton or something.
This is more or less what you end up with if you follow the directions given to new Game Masters. In fact, I’m pretty sure the D&D 3.5 DMG had a table to be used specifically for “populating” dungeon space. The idea being that you just doodle some connected rooms and roll the dice to fill them. This is actually pretty fun for those that just want a quick game of “Kill the monsters and take their stuff”. Some groups go in for this sort of thing, but I’d never be able to sit through it. How could you roleplay this? More importantly, systems like this fly apart very quickly when you have creative players. If you’re in the mood for that sort of game, I’d much rather we just bust out our copies of Diablo II and let the computer handle the paperwork. The strength of tabletop games is that you can (try to) do anything that comes to mind:
We’ll wait until they’re asleep, sneak in, and poison their water supply. Then we’ll wait a day and go in to mop up.
But the randomly-generated spaces don’t have the level of detail to allow for this sort of cunning. There is no water supply. The place might have beds, but the inhabitants probably just stand in place 24/7 and stare at the walls, or wander aimlessly. The place is shallow and static.
I think dungeons like this are poison to a group, because it teaches players that they can’t be too clever. If creative ideas like the water-poisoning one above lead to several minutes of DM floundering and some obvious ad-hoc changes to the dungeon, then it doesn’t feel satisfying when they outsmart the place. They came up with the answer first, and then the GM designed a question to fit.
Aside from dialog and fighting, there isn’t much interaction going on in these places. Just roll the dice and get through it. I’m a big believer in making “dungeons” – which includes any interior space with guys and rooms – make as much sense as possible. It’s not that hard, and it adds a lot of depth for your players. The places should actually tell a story of their own. This is particularly true when you’re talking about a place inhabited by intelligent creatures.
I think this is pretty well understood, and most people view random dungeons as a Bad Thing. Or at the very least, a Not Ideal Thing. But I know some people flounder when trying to make their own. Where do you start? How do you know what to put in each room?
Here is my approach to designing the classic indoor encounter space: Continue reading 〉〉 “GM Advice:
Dungeons That Make Sense”
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