Good dungeon design is like telling a story. You need a good hook, you should think about pacing, and there should be a point at the end.
The idea of massive dungeons appeals to me. Still, I never think they are fun to play. Typically I am bored to tears of whatever dungeon we’re exploring sometime halfway through the second session, so how do I deal with that?
Previously I’ve argued that the Mines of Moria is a five-room dungeon. This is a topic near-and-dear to me, so let’s explore that a bit. Continue reading “Dungeons for Storytellers: Seven Steps to Improve Your Dungeons”