12 May 2019

Keying Dungeons

This One Page Dungeon made me realize a few things about dungeon design and map layouts. I find that most one page dungeons aren't something that I have an urge to to run, they may be creative and seem to be good ready to use tools, but it just doesn't get me fired up. It occurred to me, this has nothing to do with the content of this specific dungeon, simply the layout. I mentioned here some of the issues with maps associated with RPGs. Now I'm beginning to form a clear picture of what a good presentation for modules might be. 

The format of these one page dungeons should be reversed. The map should cover most of the page and the text descriptions should appear as footnotes. Maybe something like Courtney Campbell's key method. The Map should not be keyed with numbers, there should be a descriptive name label on the map in addition to symbols or labels denoting inhabitants and features that can be interacted with. the result of those interaction should be what is in the key below the map. This should all fit on one page, but the main feature should be the map.

This can also apply to more complex dungeons. The dungeon can be split into suites or zones; a large dungeon is simply an interconnected series on one page dungeons. Each page shows a section of dungeon, sort of like b2 with kobold and goblin and gnoll lairs all connected to each other in different ways, each lair would have its own page. Maybe also a include a general description of each lair on a separate page and an overview of the entire dungeon at the beginning. But the single page map and key is what should be used while running the game.

Maybe I'll try to create this with a an old TSR adventure; the main problem I see going forward is how to symbolize interactive features and NPCs.

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