Building a Dungeon Crawl
There are three keys to building an effective dungeon crawl: Believability, variety, and non-linearity.
Believability
The first key is believability. Dungeons are sometimes laid out essentially (or even literally) at random, with the first room containing a pack of goblins, the second room containing an ogre, and the third a displacer moose. If the players attack the goblins, the ogre won’t hear and come to investigate. If they kill the goblins, retreat, rest up, and return, the first room will still be full of dead goblins and the ogre will still be waiting around in room two. The dungeon will have no notes for what the ogre and goblins and displacer moose are even doing there. They’re just the dungeon, a bunch of monsters camping on a bunch of treasure for players to kill. This problem is getting more and more rare as published modules and adventure paths are getting more and more popular, and they almost never make the mistake of having a dungeon whose inhabitants don’t even have any reason to be there, but in the interests of being thorough: Your dungeon should have a reason for existing. The monsters should live there for a reason. They should have treasure for a reason. Preferably they should pose some kind of actual threat to the surroundings rather than just being murderhobo targets.
Continue reading “GM’s Guide: Building a Believable Dungeon”
