I’ve been reading a lot of blog posts about dungeon design, and I’d recommend this one: http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
I’m beginning to find a renewed interest in prep (which is quite interesting actually, as I used to hate it…), more specifically in dungeon creation, as I feel that good dungeons are tough to improvise.
A good dungeon in my mind has many “choice points” and very few “choke points”, meaning that there must be many ways to where you want to go, and very few mandatory rooms/corridors, if any.
When I improvise, I feel that adding these choices are redundant, because there’s no real choice; whatever way they go, I’ll just put in the features that springs to mind. So there’s no real choice involved, unless the players demands foreshadowing of some sort. In other words, it because a dungeon where the players “always turn right”, even if they go left. If you know what I mean.
So, in that regard, I’m going to make a dungeon with multiple levels, using the guidelines for a good “jaquayed” dungeon (as explained in the link), but to fit the DW paradigm, I’m going to make the vast majority of rooms pseudo-empty.
I know myself to be a guy that starts up a lot of projects and rarely pulls through on any of them, so tonight I’m going to take my first shot at building a proper DW dungeon.
Might even ask for a crew to run through it later, could be pretty damn fun 🙂