In a large dungeon or megadungeon (such as Gloamhold) a GM can never be perfectly prepared. No one has the time — or I suspect the patience — to prepare hundreds of different encounter areas.
Tag: Dungeon Design
GM Advice: 10 Dungeon Design Tips for Beginners
Some dungeons are awesome. Some are utter crap. For a new GM, designing a dungeon is a daunting prospect.
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Player’s Advice: 6 Ways the Dungeon Can Kill You
Most adventurers dying in a dungeon are killed by the complex’s nefarious denizens. However, other unfortunate explorers suffer a much more ignoble fate..
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GM Advice: 3 Reasons to Have Wandering Monsters in Your Dungeon
The PCs should not be the only things to creep through the dark of the dungeon in search of loot and/or prey. Other things lurk in the ebon shadows of the underworld waiting for foolhardy adventurers to wander by…
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Shadowed Keep on the Borderlands Encounter Design Case Study
In my last post about Shadowed Keep on the Borderlands’s design I wanted to talk a bit about my general philosophy behind individual encounter design. But to set the scene, sadly I must first rant.
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