Dungeon Design: Dungeon Physicality

A good dungeon forces explorers to interact with its terrain features. Dungeons with nothing but smooth floors, featureless walls and plain ceilings realise only a fraction of their potential.

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Dungeon Design: Dungeon Dressing

Musty dungeon corridors set with uneven flagstones whose walls are daubed in goblin graffiti are infinitely more interesting than “a dungeon corridor.”

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

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Dungeon Design: Dungeon Ecology

Surely designing a dungeon badly is a doddle – just sketch some rooms out and randomly stock them with monsters and treasure? That’s true up to a point, but taking extra time to consider the dungeon’s ecology is design time well spent.

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

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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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