This has to be one of the greatest articles I have ever read on dungeon design. It is a five part series that shows you how to breath life into any dungeon. “What Jaquays particularly excelled at in those early Judges Guild modules was non-linear dungeon design. The result is a fantastically complex and dynamic environment: You can literally run dozens of groups through this module and every one of them will have a fresh and unique experience.” More importantly, these are rather simple techniques that make a monumental difference. A must read for Dungeon Designers or Module recyclers.
3 thoughts on “This has to be one of the greatest articles I have ever read on dungeon design.”
Isn’t it great? Caverns is so good.
This type of design concept is especially important in DW in order to facilitate GM moves. Being able to have enemies “back-door” the heroes, flee, or summon reinforcements all become easier to accommodate. Not to mention the additional options it gives creative players.
I came across this the other night and it blew my mind. I’ve never been very excited about developing large dungeons. I get side tracked with details. I find it hard to let go of ecological logic, complex over-elaborate traps, secrets, hidden features, etc… It just seems like an exercise in madness once I hit a certain level of designer immersion. This makes so much sense to me. If I can let up on some of the more perfectionist aspects of my design practices, I think I can compensate for cool factor with the theories available in this article series =D
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