Dungeon Design: Designing the Dungeon

Dungeons that are nothing more than a series of rooms containing a random assortment of monsters and treasures that have no real reason for existing are the result of sloppy, lazy design.

By William McAusland (Outland Arts
By William McAusland (Outland Arts)

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Dungeon Design: The Dungeon’s Purpose

A dungeon needs to be so much more than a hole in the ground stuffed full of monsters and treasures. A dungeon without a purpose is a poor dungeon indeed.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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Dungeon Design: Things to Know About a Dungeon

PCs are an inquisitive lot. Irritatingly the more successful ones don’t just charge into the nearest dungeon in search of loot and glory. They ask questions. Lots of questions.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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Dungeon Design: Dungeon Names

Campaign worlds need deep dungeons, lost dwarven holds, crumbling castles, ebon caverns and dusty necropolises for the PCs to explore. Such locales need suitably evocative names.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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