Wednesday, 5 February 2025

The Dungeon Architect Part II: The Constructed Dungeon


(White Dwarf #26)

Roger Musson discusses dungeon layout—rooms, corridors, and traps - with an emphasis on disorienting the party.

What’s it about?

Musson favors large dungeons, settling on 200 rooms a level (fewer below 4th level) to provide plenty of treasure for leveling before descending and opportunities to get lost.

Verticality: With 40' between levels, he suggests pits, galleries, sloping floors, and high passages starting near the ceiling. Including large multi-level features (e.g., a vast circular hall with galleries) adds verticality while giving access to new levels. Thieves should have chances to climb.


Fast Access: He suggests teleportation for quick lower-level access. The teleportation system should be accessible from the dungeon entrance.


Traps, Corridors & Water: Corridor traps should be suspicious but mostly harmless. Consider water like rivers and subterranean lakes - make some rooms only accessible via waterways. Corridors should feel as rich as rooms, with statues, alcoves, and interesting debris. They can be barricaded and held by various factions.


Getting Lost: Irregular layouts with varied passage widths, curves, and odd angled junctions complicate mapping.  Trapdoors, one-way doors, portcullises, and teleport traps can disorient players, forcing them to explore unfamiliar territory. Shifting dungeon layouts, with rooms moving/rotating as the players explore, can heighten confusion but risk frustrating players unless they can disable the mechanism.


Is this a keeper?

The advice on room count, verticality, water, and corridors is solid, but the heavy focus on disorienting players feels excessive. Shifting the adventure's goal to "getting out" works occasionally but shouldn't define the dungeon. Is a difficult to map dungeon that desirable? Not a "best of."

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