“Delay…” I have a gift for understatement. World-fu will be moving to my blog at BlueCorvid.com (which has been under wraps for a while and still isn’t completely finished) sometime within the next few months.
That’s all for now! More info to come.
“Delay…” I have a gift for understatement. World-fu will be moving to my blog at BlueCorvid.com (which has been under wraps for a while and still isn’t completely finished) sometime within the next few months.
That’s all for now! More info to come.
In part 5, we designed a whole adventure, but we’re not done yet! Depending on how we decide to run our game, a dungeon map might be in order.
Now, first off, you should know that I’m not talking about those old-school megadungeons, which are totally cool, but not my style — I subscribe to the dungeon-as-a-metaphor school of thought. (Although I’m not talking about an “adventure flowchart” at this point either. More on that later.) Instead, I’m talking about the map of an area where there will be exploration and encounters.[1]
Step 7:
Make some decisions about your dungeon — what exactly the players/characters want from it, how it should start and end, points of interest (including hazards), and rewards you want to give the players. And then… well… get to drawing!
To map an explorable area, think of it as a whole adventure in miniature. Remember the things I said every adventure needs (goal, hook, obstacles, climax, reward)? A “dungeon” needs similar things.
Question time!
Now, start planning out your dungeon. Start with a shape you like, then find places for all your points of interest. If you end up with rooms you don’t know what to do with, feel free to come up with more things, or just leave them empty. Here, I added a nest of baby spiders and a cave-in.
As I’m drawing it out, I try to make sure the dungeon “flows” by drawing a line through the path from the entrance to the exit. While there are some optional side caves (not so optional if the characters fall in the river in the large area — they’ll be washed down the river to the small side-area,) all of the important points are on that line, without much backtracking or wandering.
At this point, you’re pretty much done. Label the rooms (with letters or numbers or something) for reference, so you can keep track of your notes on them. You can just describe the rooms as the players go through them, and they never have to see this mess. If you want (and of course I do) to go all out, you can redraw it to use for displaying or for a virtual tabletop or whatever.
Here’s my finished map, and my notes for each room. You might have noticed (here, and in the last post) that I haven’t included any monster stats or die rolls or anything — I’ll decide these things when I decide what system I’m going to use (right now, probably Chimera) but for now, these notes are enough for me.
[1] This isn’t sufficiently different from a dungeon map that I’ve felt the need to find a new name for it, but different enough that I feel the need to clarify. Suffice to say that though I’m calling them “dungeon maps,” the maps do not necessarily have to be of dungeons. Just explorable areas.
[2] Or, for that matter, horrific. If everything the players inspect tries to eat them, they’ll stop trying to inspect things, and you don’t want that. Carrot and stick.
[3] A postponed climax can make a great hook for the next adventure, if used well and sparingly. Maybe the characters approach the shrine, only to find the ancient artifact already gone! Perhaps the lich escapes, cursing the characters and vowing revenge. Maybe the pile of gold is more trouble than it’s worth. Do this too often, though, and your players will start to feel like Charlie Brown trying to kick the football.
[4] Keep in mind that this doesn’t mean that every dungeon needs to have a sword, a dagger, a bow, and a magic scroll. Players are interested in more than just shiny new pieces of equipment. If a player is really into his character, hint at information related to the character’s personal goals or backstory. If another player likes to roleplay, include a new NPC that can be used as a source of roleplaying opportunities. For a player who’s something of a know-it-all, provide clues to a mystery that he can figure out so he can feel smart — and so you can show off your setting, of course. Find a way to let a player use a skill he’s really proud of, especially if his interest in that subject is unique among the group. If one player put a ridiculous amount of points into the dancing skill, find a reason for him to shake that moneymaker. Know your players, not just their characters, and let everybody feel special every once in a while. And yes, drop some shinies on them occasionally, too!