Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site psivax.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!sdcrdcf!psivax!friesen From: friesen@psivax.UUCP (Stanley Friesen) Newsgroups: net.games.frp Subject: Re: How do you write a dungeon? Message-ID: <225@psivax.UUCP> Date: Wed, 9-Jan-85 12:02:01 EST Article-I.D.: psivax.225 Posted: Wed Jan 9 12:02:01 1985 Date-Received: Sun, 13-Jan-85 06:36:55 EST References: <2173@nsc.UUCP> Reply-To: friesen@psivax.UUCP (Stanley friesen) Distribution: net Organization: Pacesetter Systems Inc., Sylmar, CA Lines: 38 Summary: In article <2173@nsc.UUCP> chuqui@nsc.UUCP (Chuqui Q. Koala) writes: >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. > I usually start by deciding what the "dungeon" actually *is*, and how it got where it is. Thus I have a large palace once owned my a great sorcerer, but now turned into the headquarters of a (very) minor Chaotic-Evil religion, with many subbasements added by the new owners. They also have made it available as a "sanctuary" for the wierd and ferocious beings that are rejected by human society(monsters). Or perhaps the "dungeon" is a cave inhabited by a tribe of orcs. This approach gives some idea of what sort of things are appropriate. >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? > My worst mistake was *far* too much treasure, both monetary and magical. Give out *some* to keep it interesting, but do not overdo, especially with magical treasure. Also I paid little to the nature of the monsters I put in; my Chaotic-Evil dungeon had Good monsters!?!? And also 'outdoor-only' type monsters. Second warning - the players will *never* do what you expect, often making your toughest concept useless. Be prepared fopr the unexpected, and reward originality and ingenuity. -- Sarima (Stanley Friesen) {trwrb|allegra|burdvax|cbosgd|hplabs|ihnp4|sdcsvax}!sdcrdcf!psivax!friesen