<?php include '../../../HEADER.php'; ?>

<h1>Dungeon Design</h1>

<p>This page contain links to advice and discussion about designing dungeons for classing Dungeons &amp; Dragons.</p>

<h2>My general tips and guidelines for dungeon level/map design</h2>

<ul>
<li>When drawing a dungeon level map, I usually start by thinking in terms of 4-8 <em>clusters</em> of rooms. One of the things this does it make stocking the level with competing monster factions easier.</li>
<li>Each cluster has around 8-16 rooms.</li>
<li>At least half the clusters should connect to two or more other clusters. This promotes non-linearity.</li>
<li>Generally, the primary entrance and the primary exit of the dungeon level should each be surrounded by a cluster. However, there should be multiple opportunity to vertical movement besides the main stairways.</li>
<li>Vertical movement does not necessarily mean passages to different dungeon levels. One dungeon level may have parts that are a little higher or lower than other parts. Include some ramps or three-step stairs.</li>
<li>Hallways connect clusters.</li>
<li>Some hallways should be long, others short. At least one should be exceptionally wide. Twisty, maze-ish hallways are more interesting that long, straight hallways.</li>
<li>Each cluster should have at least one or two non-rectangular rooms.</li>
<li>Some rooms and hallways should run on the diagonal.</li>
<li>A few rooms should have very high or very low ceilings.</li>
<li>Constructed dungeons levels often join-up with natural cave systems.</li>
<li>Include one or two water features.</li>
<li>Include one or two weird or inexplicable things.</li>
<li>Include one or two secret sub-levels/clusters to the players might later find a map or otherwise stumble over.</li>
<li>Include a couple of traps.</li>
<li>It would be good to have a few distinctive rooms&mdash;perhaps important junctions or choke points&mdash;that players can use as waypoints to orient themselves.</li>
<li></li>
<li></li>
<li></li>
</ul>

<h2>Dungeon design links</h2>

<ul>
<li><a href="http://www.knights-n-knaves.com/phpbb3/viewtopic.php?t=168">Key elements to good dungeon design 101 at K-n-K</a></li>
<li><a href="http://grognardia.blogspot.com/2008/09/30-greatest-d-adventures-of-all-time.html?showComment=1221769500000#c8028828309597784772">T. Foster's greatest D&D adventures of all time</a></li>
<li><a href="http://dndwithpornstars.blogspot.com/2010/12/why-caverns-of-thracia-is-best.html">Zak's analysis of Caverns of Thracia</a></li>
<li><a href="http://odd74.proboards.com/index.cgi?board=adventures&action=display&thread=196">ODD74 forum discussion</a></li>
<li><a href=""></a></li>
<li><a href=""></a></li>
</ul>

<?php include '../../../FOOTER.php'; ?>
