Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 exptools 1/6/84; site ihuxe.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!ihnp4!ihuxe!rainbow From: rainbow@ihuxe.UUCP Newsgroups: net.games.frp Subject: RE:dungeon planning Message-ID: <1020@ihuxe.UUCP> Date: Tue, 8-Jan-85 13:37:30 EST Article-I.D.: ihuxe.1020 Posted: Tue Jan 8 13:37:30 1985 Date-Received: Wed, 9-Jan-85 05:22:25 EST Sender: rainbow@ihuxe.UUCP Organization: AT&T Bell Labs, Naperville, IL Lines: 60 Newsgroups: net.games.frp Subject: How do you write a dungeon? >Here's a good one for the group: As a DM, when you are putting together a >dungeon, how do you do it? I'm starting work on a dungeon of my own >(whether I run it or turn it into a book is still undecided) and I'm >interested in how people actually build the dungeon, balance it for a >particular level of character, how much detail is worked out ahead of >schedule (and how much you do on the fly) and basically how to take a good >idea and turn it into something cohesive, workable, and fun for both the DM >and the players. 1)do not put together a dungeon randomly. Consider it a piece of art. Use your imagination and cleverness in building it(consider everything at your disposal, ie chasms, rivers, lakes, etc.). 2)Make sure your dungeon has a theme. Before beginning construction, list all the ideas you would like to use to support the theme. By theme, I mean the actual structure, why it is there, and what is supposedly still there. 3)A number of smaller dungeons is better than one large one. Each can be more difficult in nature. 4)Set up some special encounters on each level that are out of the ordinary. ie not just some monsters that must be defeated to gain its treasure. These encounters should balance between good, neutral, and bad for the party. Perhaps based on the party's intelligence in handling the situation. 5)Make sure you are developing your theme with clues and encounters(different from number 4). 6)Do not randomize treasure and magic. Decide what amount should be on the level. Then parcel it out between the encounters as you see fit. Never randomize magic. Choose carefully what you would like the party to have at any time. Always keep their appetite hungry for more. Make sure they are motivated by your economic/social structure to obtain wealth and power. 7)Usually detail is lost in the heat of the moment. Your efforts are usually wasted in these areas. Don't bother with details where you are only placing monsters. Have some standard set of scenerios and use them where appropriate(bedroom, dining area, storage, even empty, etc). Mostly work on the fly(quickly) when neccessary. Save the detail effort for the special encounters. Don't overdo it though. Make sure the player characters don't realize you've gone into extra planning for any one room. 8)always have all the information you need for an encounter quickly at hand on paper in front of you. Be prepared for the situation when the party comes to it. IF the DM is slow and unsure, things bog down. Anticipate. 9)Never set up an encounter that you as a party member would think too tough or unfair. Never set up anything where death to one or more members of the party is not unexpected. Death should only occur due to stupidity or considerable misfortune or bad luck. However don't bother with anything too easy either. The party should be tested at all times. But not frustrated. Don't "pimp" the players either. 10)use common sense and don't be unrealistic. Be open to the players innovatation but don't be a push over. Make sure you always have control. What you ultimately say must go and you should be able to justify why. Keep the players happy(not overly though). >A secondary question that comes to mind is that first dungeon? What was it >like being a DM the first time? what mistakes did you make that you would >warn others about? Any traps and pitfalls the novice DM needs to worry >about? See above. Hope my ideas were of some use. Robert