2010-02-05 Quality Dungeons
What do I personally like about small dungeons? The kind that keep us busy for a session or two? The kind that would make appropriate entries into the One Page Dungeon Contest 2010?
=> One Page Dungeon Contest 2010
- A handfull of named NPCs with goals and quirks to interact with.
- Potential allies for the more politically inclined players.
- Maybe even a third party beyond the party and the enemies.
- Relations between these NPCs in a sentence or two. A is hiding from B. C really hates D. E escaped from the prison run by F.
- Factions that these NPCs belong to. Actions will have long term consequences if factions are involved.
- Intelligent opposition. If the monsters are too stupid, no amount of trickery will help.
- If monsters are not intelligent, make them interesting. Slimes are more interesting than low-level undead because we’ve seen so many of those.
- Good looking maps. A good looking map appeals to the referee and says “Pick me! Pick me!”
- Notes on the map itself make it easier to get an overview of the place.
- Multiple entrances for players to choose from.
- Multiple exits for referees to append to.
- A map that suggests multiple goals. Rescue prisoner here, kill boss there, find hidden treasure over there. That adds replayability.
- A map key that is easy to skim by using bold keywords for monsters and other stuff of prime importance to players.
- A setup that can be exploited in combat by tactically minded players. A bottleneck, a ledge, a bridge, a fortified position, a sally port.
- An opportunity to spy on enemies for the stealthily minded players. A murder hole, a grate, a tiny tunnel, a scrying ball.
- A map that could potentially work as the beginning of a campaign. It suggests greater things beyond its edge.
- Memorable magic items. A rod of thunder and lightning is better than a something +1
- Stuff to interact with for players who like to experiment. Add suggestions for possible reactions.
- Traps that trick players such as finding amulets from a faction and the suggestion to wear them somewhere, and then realizing that an opposing faction built a trap for fools just like that.
- Opportunity for long-term change to the player characters. Getting a title, an extra arm, the blessing of a god, a fancy familiar.
These thoughts culled from my comments on some of my favorite submissions in last year’s contest: 2009-07-01 Personal Favorites, 2009-07-02 More of my 1PDC Favorites, 2009-07-19 One Page Dungeon Contest Favorites, and 2009-08-23 The Last Bunch Of Favorites.
=> 2009-07-01 Personal Favorites | 2009-07-02 More of my 1PDC Favorites | 2009-07-19 One Page Dungeon Contest Favorites | 2009-08-23 The Last Bunch Of Favorites
Do you agree? Do you have other preferences?
PS: There’s still time to submit your entry to the One Page Dungeon Contest 2010 – we have tons of prizes and I have only received two submissions until now. You still have a bit more than three weeks to work on it. Deadline is the first second of March 1, 0:00 GMT (careful about the timezone!)
=> One Page Dungeon Contest 2010
PPS: Don’t let the list intimidate you. I’m just one of the seven judges. And my own submission to last year’s contest was in no way close 😄
#RPG #maps #1PDC #advice
Comments
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I like finding +1 items, they’re real workhorses!
– Blair 2010-02-06 00:48 UTC
=> Blair
Related links:
- Factions, Telecanter’s Receding Rules and me 😉
- Qualities of a Great Old School Module, Telecanter’s Receding Rules & Guy Fullerton
- 12 touchstones of old-school modules, Tran Eskoor an Doon
- One Session Dungeon Template, Telecanter’s Receding Rules & T. Foster
=> Factions | Qualities of a Great Old School Module | 12 touchstones of old-school modules | One Session Dungeon Template
A nice collection! 🙂
Interesting additions by another blogger:
=> additions by another blogger
- a secret that the players can figure out about the dungeon itself, or some similar concept.
- interesting terrain to make things more memorable and more challenging.
=> 2012-11-17 How To Build A Dungeon
– Alex Schroeder
=> Alex Schroeder
Elementary Principles of Dungeon Drawing.
=> Elementary Principles of Dungeon Drawing
– Alex Schroeder 2017-02-19 21:56 UTC
Allandaros posted the following list on RPG Net:
=> on RPG Net
- Jaquaying the Dungeon
- Node-Based Megadungeon Design
- Jewelbox Design and Broken Bastion, The Risk Economy, Exploration Play
- Megadungeon Thoughts, Part 1, Part 2, Part 3, Part 4
- Dungeon Design and Stocking - with examples!
- Dungeon Checklist
- Pointcrawling Undercities
- Interesting and Useful Dungeon Descriptions
=> Jaquaying the Dungeon | Node-Based Megadungeon Design | Jewelbox Design and Broken Bastion | The Risk Economy | Exploration Play | Part 1 | Part 2 | Part 3 | Part 4 | Dungeon Design and Stocking - with examples! | Dungeon Checklist | Pointcrawling Undercities | Interesting and Useful Dungeon Descriptions
– Alex 2021-03-19 20:18 UTC
I just read a blog post by W. F. Smith on the Prismatic Wasteland blog:
The worst encounters play out like vignettes where the referee reads aloud a little scene, and the players say “uh, okay” or “huh, weird” and just press on, ignoring the encounter completely. If you’re able to answer “yes” to at least a few questions below, your encounter is more likely to be something that either cannot be ignored or (even better) something the players would never dream of ignoring. – Encounter Checklist
=> Encounter Checklist
W. F. Smith’s list:
- Is the encounter something that happens to the player-characters?
- Can the player-characters “play” with the encounter?
- Are there multiple possible solutions or no solution at all?
- Do the player-characters want something from the encounter?
- Does the encounter have a motive?
- Does the encounter have a means to accomplish its motive?
- Is there a consequence to ignoring the encounter?
Good stuff!
– Alex 2022-07-18 12:15 UTC
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