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)

Continue reading Dungeon Design: Designing the Dungeon

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)

Continue reading Dungeon Design: The Dungeon’s Purpose

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)

Continue reading Dungeon Design: Things to Know About a Dungeon

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)

Continue reading Dungeon Design: Dungeon Names

House Rules Musing: Mega Super Accurate Fireballs

I don’t know about you, but it always seems a little bit odd that spells such as fireball detonate in the precise spot the caster desires. Sometimes, I’ve even seen players move the detonation point when they discover they’ve accidentally caught a friend in the area of affect! Surely spellcasters shouldn’t have that level of precision?

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

Continue reading House Rules Musing: Mega Super Accurate Fireballs