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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
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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