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@johnhansen4794
2 жыл бұрын
Maybe the floor is lava! Or pine cones. Mwhahaha!
@MonkeyJedi99
2 жыл бұрын
@@johnhansen4794 Pine cones that explode into lava when stepped on?
Wish I saw this when I first started DMing, just before Covid, lol. My druid turned into a spider several times during LMoP to scout the dungeons. Of course, that's what the party all voted to do.
@aaroncreekmore1337
2 жыл бұрын
@@johnhansen4794 NO NOT PINECONES
@matthewcrowther890
2 жыл бұрын
I still have fond memories of playing in a one shot where the dm made the map in minecraft of all things and made screenshots of it from above to use as the dungeon map
@queen_nat4586
2 жыл бұрын
This is actually really smart and I think I might have to do this at some point.
@Teraclon
2 жыл бұрын
especially if you use mods like bibliocraft or something to add more object/furniture to the scene
@joshuastringer9497
2 жыл бұрын
I've done this for my game before
@TrIpTiCuS
2 жыл бұрын
This reminds me of my current game I'm running where I'm using RimWorld to build and populate dungeon maps!
@berrymand71
2 жыл бұрын
I used modded minecraft and did this for some kids. I essentially built Undermountain in Minecraft
@bmyers7078
2 жыл бұрын
I had a friend at Uni who drew almost all of her dungeon maps based on Egyptian tombs. We should have noticed earlier. She was a history major, with an emphasis on Egyptology.
@JacobGrim
2 жыл бұрын
How was it?
@christiandidonna8808
2 жыл бұрын
Yesh that's good idea
@CaseyWilkesmusic
2 жыл бұрын
History majors make great dms
@jamesbell7725
2 жыл бұрын
Ceilings are very fun, I once ran a kobald dungeon where they lowered the ceilings of all the corridors to 5ft high, that way they could still stand up and fight effectively but all my players had to crawl or crouch it made going from room to room a lot scarier
@maitrecorbeau_gm
2 жыл бұрын
This is so simple, normal and yet underused. This also gives small characters a moment to shine. Forward gnome fighters, rock on ranger halflings, and beware of the mighty barbarian halfling (also known as the cannibal!)
@jeice13
2 жыл бұрын
Yep, any space made by short creatures for their own use should have this
@marcusc9931
2 жыл бұрын
yea. When my player learned of such a dungeon, she refused to enter it altogether - instead she erected a fake shrine to a gnome god, and when the kobolds attacked it, she followed them through the mountains to find the less trapped back entrance
@bevthorne6030
2 жыл бұрын
That and it gives the wizards a good use for the "Reduce" part of enlarge/reduce.....
@BanditLyfe2471
2 жыл бұрын
@@marcusc9931 how did that turn out? Because that’s freaking great roleplay right there
@Empressofnight
2 жыл бұрын
A few of my friends wanted to try D&D and me being an experienced DM, I ran a dungeon crawl as a oneshot and they asked to continue the campaign after the dungeon. Now one of the players in this was an architect and commended me for making a dungeon that architecturally made a lot of sense, all the players had fun and this campaign is still running today
@williambarnes5023
Жыл бұрын
"I turn into a spider and scout the dungeon by crawling on the ceiling!" "Cool, roll initiative." "Wait what?" "There's a gecko. It has surprise. Aaaand, you're lunch."
@wesleyfilms
10 күн бұрын
You got a good laugh out of me lol
@vileluca
2 жыл бұрын
To add to your point, Natural formations will still have a certain logic to them. For example, a cavern created by running water will likely be more smooth than one formed from tectonic activity.
@RedwoodTheElf
2 жыл бұрын
There are, of course, exceptions to each of these. for example, The Tomb of Horrors has only one way in, and is pretty much linear. Because it's a death gauntlet designed by an evil Lich who wants tomb robbers to run into every single trap.
@brianmorris364
2 жыл бұрын
Acerak knows best
@twocents7509
8 ай бұрын
Yeah, I was thinking about how also temples might have trials that make a path that’s somewhat linear, but it makes sense if the creators of the temple only wanted those that can complete all the trials to get a special treasure at the end.
@taragnor
3 ай бұрын
I dunno if I'd use the ToH as an example of good dungeon design. It's a miserable adventure to play through.
@RedwoodTheElf
3 ай бұрын
@@taragnor Didn't say it was a good design, just that it was an exception to the "Multiple paths" bit.
@zenhikerjoe844
2 жыл бұрын
I loved the "Is Luke arguing with himself again comment?", Very self-aware, good jobs y'all! Also, I was totally that druid this weekend. I turned into a green anole lizard and climbed up into the fortress. I scouted out one room which took about 20 minutes. I looked back at the players and I said, "Should I do another room? I feel like I'm taking up a lot of play time." I was really happy with the other players response! They were basically just like, "Well, this info is going to come in handy later, but, how about one more room and then you come back?" I'd hate to take away my friends' fun and was glad they communicated with me that night. :)
@theDMLair
2 жыл бұрын
That's the mark of a great player: making sure the other players are having fun, too! :D
@DietBuddah
2 жыл бұрын
A dungeon without floors could be a neat way to make something specifically for the party of all flying races.
@matthewparker9276
2 жыл бұрын
Or an interesting challenge for a party with no fly speed at all. Would hardly need any monsters.
@catherineandpaulfuters2523
2 жыл бұрын
Spiders
@elgatochurro
2 жыл бұрын
Wouldn't matter, and no
@bryank5523
2 жыл бұрын
floating platforms are a thing
@jasonreed7522
2 жыл бұрын
Or even just have a wing of the castle/mansion under renovation so the flooring is torn up so only the joices and beams are left to stand on. This creates difficult terrain (half movement speed unless you want an acrobatics check), grants mobility through the floor both up and down (with checks to see if you make it or fall and get hurt), lets you attack through the floor with various weapons like spears, bows, spell, and some might have disadvantage as swinging sword or axe. Technically you could end up destroying a large part of the floor (say the dumb wizard used fireball, or a barb smashed a bunch of joices) making it harder to reach that door you need to go through.
@BeeGeeTheImp
2 жыл бұрын
"Maybe there are no floors." Luke, you have earned an Inspiration Point, and from now on the only safe way to walk through my next dungeon will be to jump from pit trap to pit trap to bonfire, "lest the ground drop out beneath thee and thou art consumed by the void below." :thumbsup:
@strawberrylotlizard
2 жыл бұрын
I liked the idea of the whole dungeon floor being held up by a necromancers skeletons so any pressure on the floor tiles and you fall right through into a pit of skeletons
@gortab
2 жыл бұрын
The warlock big bad was late on his payments, so his patron repo'd his floors. Now all his minions are walking around on the pipes.
@jasonreed7522
2 жыл бұрын
Or you know, its under construction/renovation so the floors are just the floor joices. Thats both very difficult terrain, and an opportunity for verticality as depending on how many floors are just joices you can shoot arrows/spells, stab spears, ect and jump/fall through or climb around (with difficulty). Or your enemies are a flying race so why not have areas that are intended for flight to use that feature or to keep filthy grounded races away.
@AvangionQ
2 жыл бұрын
Flying creatures don't need floors.
@ericdpeerik3928
2 жыл бұрын
Did happen: the floor is lava!
@coffeemancer2
2 жыл бұрын
Algorithmic upvote because more people should be watching this channel.
@dahelmang
2 жыл бұрын
Secret room has a pair of fossils. I took the root fossil. I knew you would ask if I didn't tell you. I'm second thought, everyone ask anyway. Comments are good for the KZitem algorithm.
@Doomsdaymanx
2 жыл бұрын
I too like this video channel. Engagement!
@Kevlar-78
2 жыл бұрын
Bump , agreed
@joeschmoe6356
2 жыл бұрын
I recently started being the DM and my first map was linear, but that was mostly because I had never been the DM before. For anyone just starting, it may be useful to have your first dungeon go without some of these tips until you get a better hold on how to DM
@alexcarlson6776
2 жыл бұрын
Honestly, I'd love to see an "Infinity Train" type dungeon. It'd be pretty linear, but each train cart would be so vastly different. I think that's the only time you could use a linear map.
@thomaspoteete4119
2 жыл бұрын
I did this once, but it was a tower that was made of ancient advanced technology. Each floor was a completely unique setting with weird creatures that used different tactics, different hazards, and obstacles to prevent the battlefields from being "big open area." Amazing what you can do with a 300ft diameter circle.
@twocents7509
8 ай бұрын
@@thomaspoteete4119I’m going to be a dm for the first time and I had a temple/dungeon just like this in mind. Each floor being a trial to overcome, but very different on each floor. Glad to see others have done this successfully.
@rainey82
2 жыл бұрын
I’ve taken enormous pleasure with elevation in combat! When the young green dragon scrambled up the tower wall and BW the entire room, my players got tactical REAL quick :D
@thajocoth
2 жыл бұрын
This has inspired me to make a dungeon that actually doesn't have a floor at all, and see how the PCs tackle that obstacle. Thanks!
@Alex-sf5uz
2 жыл бұрын
Sounds like a great opportunity to use the climbing kit
@theDMLair
2 жыл бұрын
genius! :D
@CaptainXJ
2 жыл бұрын
I did a cave in WV once where if you wanted to get past the entrance into the deeper part, you had to go way down this steep slope where it got real tight, and was prone to flooding and deep, thick mud mixed with clay. OR, since it was only about three feet wide, you could shimmy across the top. This saved a ton of time, but at its deepest there were times the drop was almost fifty feet below you.
@elgatochurro
2 жыл бұрын
Beholder lair
@yogsothoth7594
2 жыл бұрын
Wyrmberg in the colour of magic would be good inspiration for area like that, they had rings hammered into the roof of their upside-down mountain and hooked boots to be able to walk upside down on them
@andreifrolenkov513
2 жыл бұрын
THE FLOOR IS LAVA.
@robertbemis9800
2 жыл бұрын
Their is the dungeon core trope Some dungeons are created by Malicious artifact entities As they kill more explorers they grow in size and become even more dangerous
@edwardmurray8292
2 жыл бұрын
I understand the points but some of my most enjoyable dungeons were just a random dungeon that made no sense. Back in 1977 I don't think anyone really thought about dungeons that made sense we would just draw many rooms and halls and fill them with monsters and stuff. Ah the good old days. Anyway Todays crowd does seem to want something that makes more sense, but I know I fall in to the old school a lot of time and just build randomly and then later try to make it fit. Also sometimes Liner can be perspective lot of time there really is only one path but there can be alternate ways to get there that could kill you if you make the wrong choice. Thanks for the Video.
@sinclaire5479
2 жыл бұрын
I feel this
@lagg1e
2 жыл бұрын
Yeah, I think it's ok to have a dungeon be constrained at the end so you can make it more dramatic. Find 2 "keys" to open the last wing but have surplus amount of keys can reward decisions during exploration while at the same time making sure that the few encounters you work extra hard on are in the game. You don't want to tell your players where you put the most work in so they should definitely go to the dining hall, and your players don't want to miss the ghost hour extravaganza in favor of having 6 identical encounters with 2 mimics in a room.
@NoActuallyGo-KCUF-Yourself
2 жыл бұрын
Nothing wrong with a good ol' funhouse dungeon!
@johntuck77
2 жыл бұрын
My, my, someone was cranky today - he he. One thing that should have been included was dungeons should follow a theme; makes the game better.
@egoish6762
2 жыл бұрын
I recall a beautiful moment where a player asked a DM "where do they poo" DM had no idea what was happening. As far as choices go i get it, but i think at level 1 breaking into a tomb type dungeon which is mostly linear is probably best for newer players to avoid the decision paralysis you mentioned. I've seen 10 minute discussions about the virtues of two opposite doors previously.
@estraventhenerd6725
2 жыл бұрын
Tip Number 12: Make A Loo (OR More) For The Bad Guys!🤣
@elgatochurro
2 жыл бұрын
No, provide options, side paths, dead ends and traps. Give them a feeling of REAL DND that they won't get elsewhere
@JMcMillen
2 жыл бұрын
I remember an old Knights of the Dinner Table comic where the DM was making sure that the dungeon had features like a restroom since he knew his players expected that kind of logistical realism to living dungeon design.
@Merkorion
2 жыл бұрын
I never forget to put toilets in my dungeons, but one time a player asked me where the smoke of the campfires/kitchen goes. Well, there must be some small holes in the ceiling I guess...
@egoish6762
2 жыл бұрын
@@Merkorion nice when your players are concerned about goblin health and carbon monoxide poisoning
@goliathcleric
2 жыл бұрын
Yep, time to make a dungeon with no floors now.
@davidanddragons5339
2 жыл бұрын
I kinda want to make a dungeon with no floors now too
@tiagoguinhos
2 жыл бұрын
Or maybe the floor is riddled with explosives >:)
@neochance
2 жыл бұрын
The floor is lava
@diegojesussilvaeduardo9347
Жыл бұрын
This is the best DM advice channel out there, you help me in a though time. Thanks Luke, I want to be the DM cuz of you, I use all(most) of your advice
@darkcardking
2 жыл бұрын
"Rooms to ignore" Your players ignore rooms?! What is this madness you speak of?!!
@Gagneto
2 жыл бұрын
wait, where's the skit
@theDMLair
2 жыл бұрын
Please leave an angry comment about the lack of a skit and we'll have Sunny make one for you.
@ourochroma
2 жыл бұрын
I got two dungeons made from a random generator.. and the purpose of the dungeon is to be labyrinthian in nature... so it works for me XD I did design purposed rooms for my more special locations
@tomjean1387
2 жыл бұрын
That was fun to watch. I really like the be realistic but don't forget the unrealistic stuff that makes it fun attitude. Makes sense to me.
@neilhewitson1617
2 жыл бұрын
Man! All the mistakes I made when I started back in early days of the hobby. I made those crazy dungeon maps. Then I learned. I am still amazed that some dungeons still make these mistakes. Luke, these were all good points.
@PatrickWaddingham
2 жыл бұрын
First video I've seen from you, and I automatically subscribed, thumbsed up (that was wierdly worded), and of course commented because you started the content of the video by ~0:20 -- where so many other creators are still slowly meandering through a myriad of announcements or "the KZitem dance". So, thank you!
@glowstickofdestiny1290
2 жыл бұрын
Well, after designing and running my first proper dungeon this past Friday, I can safely say... I hit a _few_ of these. Each room did have a purpose, if in some cases a minimal one. There was one secret room with hints to the puzzles accessed by a breakable wall, although that was admittedly the only deviation from the otherwise linear path (a winding path through a series of rooms that basically formed the shape of a Legend of Zelda rupee). The first battle arena had three raised platforms for three of the five Kenkus inside to shoot from, although the other rooms were lacking in notable features save for the secret room having a table (upon which rested a candle, which was itself the hint to Puzzle 1's riddle, and a piece of parchment with a vague hint to the second puzzle's solution.) I didn't specify the height of the ceilings, although it wasn't strictly necessary, and I did have specified doors to each room. Even before watching this, I was kicking myself for not coming up with environmental features in Battle 2, since I'd gambled on more than the two confirmed players to show up (lesson learned), and they seriously needed a leg up against the giant crocodile even after I heavily nerfed its damage output.
@KaineVillante
2 жыл бұрын
Luke: Tells me to have multiple exits to a map. Also Luke: me playtesting into the fey's first adventure. "Well looks like the sprites didn't make a second exit. I'll have to improvise this issue." LOL just messing with ya dude
@theDMLair
2 жыл бұрын
I'm evil. What can I say? :D
@jgn1977
2 жыл бұрын
I absolutely love the get into the meat of the video right away. I hope people appreciate the change!
@valasafantastic1055
2 жыл бұрын
Essential rooms for the original occupants (and current) to live in ex: Latrines, kitchen, washing, bath, laundry, garbage disposal, airflow, water, food storage, general storage. And an easy way for those who dwell there to get around (such as a way to disarm traps or an easy to walk safe path that can be memorized, etc.) If people live there they need to be able to comfortable LIVE in the location! Obvious exception A wizards tower and the wizard has/had prestidigitation does not need : bathroom, latrine OR laundry as they do ALL that with the cantrip! Probably still has a chamber pot the clean with presto however!
@scottrasnic5870
2 жыл бұрын
Right! These are often ignored or forgotten, likely waved off, but these add to the verisimilitude. The need for these things vary depending on the purpose of the dungeon and who created it. Fun stuff to think about.
@scottrasnic5870
2 жыл бұрын
Architectural purpose and non-linear design are big ones for me. I was particularly inspired by an article at the Alexandrian where he reimagined the Keep on the Shadowfell. So now, if I run a published adventure I tweak the dungeon to be sure to include multiple points of entry, break up points that are highly linear by adding hallways, and including multiple points to access other levels of the dungeon - even ones that sometimes skip some levels. My players sometimes give me grief about doors, but I agree with you that they add drama, provide choices/options, and also may allow for points of refuge/retreat. Many of these seem obvious but they're easy to overlook or forget about when designing your own dungeons. Nice work! P.S. Seeing dragon lairs with 5 or 10ft wide halls cracks me up, especially if there is no obvious external entrance for him to use to quickly escape from. Sure it could squeeze, but what dragon wants the humiliation of having to squeeze through his hallways.
@biffstrong1079
2 жыл бұрын
Dear Algorithim. This one was pretty good. Though doors? Doors is good.
@saibogu002love
2 жыл бұрын
The dungeon needs doors to block Wizard's Arcane Eye... Have you ever met the duo Wizard Arcane Eye/Other spellcaster Mage Hand ? I did, and i was very happy to remind them Mage Hand is a cantrip with limitations 🤣
@taragnor
3 ай бұрын
Honestly I don't see the big deal. The spell gets you information for a 4th level slot. So what? I don't know why so many DMs are super stingy with information. It's like if a player uses tools to spot the ambush, they suddenly get all upset.
@saibogu002love
3 ай бұрын
@@taragnor it's a question of measure. Spotting an ambush or scouting a couple rooms is good of course, i dont mind rewarding them for caution... But when someone tries abusing it by like, saying they could clean the whole dungeon without even stepping a foot in it. Or they start to never interact with anything directly to use spells for the most mundane basic stuff. It can slow the game or make it less fun for others. That's why i don't completrly refuse the method. But i just remind the extent of what they can really do with it compared to what sometimes someone will want to. Hoping that cleared up ^^
@crimfan
2 жыл бұрын
A few things riffing on your excellent points: I tend to give characters with Perception expertise the ability to "passively" detect secret doors. The check is +5 DC to find it, but I'll often just say "Louvin Lightfinger should make a Perception Check" and say "you see some strange cracks in the wall, with a slight outline". This helps push the game forward as well as reward that PC. Quite honestly I wish expertise had been more like that than just a roll bonus boost, as it would have kept bounded accuracy more intact but made characters with Expertise qualitatively better. Ceilings really make a difference, especially for flying creatures. (I wish for winged creatures they'd made them Large for movement purposes or something like that, which would have been a nice disadvantage for fliers like aaracokcra.) I also do things like narrow corridors, difficult terrain, etc. All of these things help characters who have movement abilities. In an outdoors environment, trees, clouds, and the like can definitely help with that. Doors help a ton so that Arcane Eye is still useful but it leaves some spots harder to deal with. The Arcane Eye then helps push things along by showing lots of the map, but not all of it. It gives the PC who has it a good reward but doesn't gut the PCs who are invested in other methods of exploration.
@plaidpvcpipe3792
2 жыл бұрын
13:07 doors don't prevent it either. A spider can go under or between cracks in doors.
@andrewt3768
2 жыл бұрын
Creating a compelling map is something I am trying to improve on, so this was a great video for me. Thanks!
@nightfall89z62
2 жыл бұрын
Didn't you have a video not long ago that said the Dungeon master didn't have to make sense? Besides that, great video. Btw, arcane eye and transforming into spiders to scout the area are great but you can allow for mixing those tactics and having open paths for part of the dungeon and doors in other parts.
@Nazo-kage
2 жыл бұрын
The first dungeon map I’ve made, is a mine that was taken over by Kobalts. One of the most interesting ideas I came up with is not far into the mine they’ll come across the room where they’ll actually get a jump on a few Kobalts because they’re too busy using pickaxes on a specific spot of the wall. If the players decide to see what was so important they can actually discovered that if they themselves decide to finish their work say an hour long, they will actually open a passage that bypasses a decent chunk of the mine.
@andrewhaldenby4949
2 жыл бұрын
Really good!
@ianjohnson3546
2 жыл бұрын
One thing I love to do with elevation - is turn the map sideways! Instead of top down view of the map try a side view of the map like super mario brothers type side view. This allows the players to climb up and down. Great for huge tall things or deep cave exploration.
@MrJerks93
2 жыл бұрын
I did this last session. It really gives the feel of diving into the underdark. I told the players it was a Castevania level.
@rhabandiy4117
2 жыл бұрын
I have only recently discovered you and have to say: I am impressed by how good your videos are! The perfect mix between entertaining and educational. Thank you for your content!
@torva360
2 жыл бұрын
When I ran my first dungeon, the part was 3/4 new players. To make it easier on all of us, this first dungeon was linear, and set up as a series of trials and a guide that led them through. In the last room, the treasure room, the guide closed the door and revealed himself to be a wight and attacked them
@elgatochurro
2 жыл бұрын
I hope you at least gave them some clues to that beforehand. I had an NPC that ran away and was wanted by the local black dragon, the players track the NPC down and found he hired a guide. The guide was going to lead him into the dungeon they were looking for (everyone was lost and needed a map). Players took the NPC to the black dragon to pay for him trespassing on her swamp and brutally murdered him... She didn't react. She then offers the players again to lead them to the place and she knows when the place can actually open up (during low tide unless you want to swim in, so periodically the entrance is covered with rushing water) and she knew all these things about it like she's been there. Later in the dungeon the players are setting off all these traps and shes cooking in the back still as a guide and not participating in combat. When they ask her for info inside the dungeon suddenly she's out of info to give and was never here before.. (place was considered to have a grand library, so they'd likely find a map here). I specifically kept changing her story because she was a Yaun ti, trying to lure them into their poison trap infested dungeon to be easy prey and pickings... And that was easy as pie because they never cared to remember the details nor bring them up. Many traps inside, many including closed chests... Like hmmm why are there so many chests around in perfect view all booby trapped??? I have one player who didn't play in that game but could've and I'm very certain he would've picked up on the ever changing story and excuses. It's actually very hard to trick him and not cause he's a veteran or anything or he expects cliches at every corner but because he pays attention and questions things openly. Recently had an ogre found looking at a dead dwarf, upset that it's dead. The players spoke giant and talked with him. Ogre said a nearby fire giant is in bed of dwarves to work the volcanic forge and he gets a whole cute per dwarf he brings in but he's not allowed to eat the dwarves. Now I didn't think on this but I'm sure the fact it's an ogre looking for dwarves and not dwarves advertising the opportunity tipped him off that the dwarves possibly aren't able to leave. He's 100% on point, they're being kept as serfs, maybe slaves. There's much more benefit if you drop hints now and again for them. Doesn't need to be complex but still
@torva360
2 жыл бұрын
@@elgatochurro the wight wore a cloak, but was described as very pale and wrinkled. He also had first hand knowledge of the man who gathered the treasure, which happened about 200 years prior
@sleepinggiant4062
2 жыл бұрын
Dragonlance "The Flying Citadel" comes to mind. Flat-earthers have members around the globe. Dais (day-es) is more common. Dungeons that have as many doors as a mansion are terrible to explore. "You open the door into another hallway that has 2 doors on the right and three on the left", all the players: *GROAN* - devolves into no mapping and "we go left". My tip: If you have a complicated map, make a player's map so you don't spend an hour describing it. Show it to them instead.
@andrewhaldenby4949
2 жыл бұрын
Great advice
@Jaymastr712
2 жыл бұрын
Only Algorithm enhancement, nothing to see here
@xuurdjemloteth2632
9 ай бұрын
Love your videos. Just got back into being a dm so I've been rewatching a lot of stuff to refresh myself.
@coinalmanac
2 жыл бұрын
i stick to the idea - if the dungeon was built by someone and don't belong to them anymore, and now it is swarmed with cobolds or goblins etc. they will probably use most of the rooms the same as they supposed to. Like diners room with tables is great to eat and armory is great to store weapons. But lil goblins have also slaves or some kind of cages with worgs, their own altars and other interesting stuff. So they built a couple of their own rooms or rebuild some. Keep this in mind when you desighn a dungeon. Hope it helps
@thewolfstu
2 жыл бұрын
"Maybe there are no floors" NOW YOU HAVE MY ATTENTION, SIR! lol Imagine that, just a dungeon where everything is dangling above just an abyss... *This gives me an idea.*
@thewolfstu
2 жыл бұрын
13:08 I was gonna say that a door hasn't stopped me before and it's fun to be a wall crawler. XD I mean, it's also fun when my DM lets me just to smash down doors. lol I still remember my first time playing where I didn't know what I was doing and just kept smashing doors. XD
@thetwojohns6236
4 ай бұрын
While I generally create maps that are good at keeping players on point, I also tend to give a plethora of options for them to explore. Mostly, it depends on the players stance through the dungeons. If it's a sweep and clean group, you need more linear and fewer choices, or the dungeon becomes a long slog through the baddies. If they are more on point, and searching for the right path, choke points, and bolt holes for long rests, they get more choices to augment the play of the search. Blind passages, dead ends, connecting passages to other caverns or entrances to the underdark, and sometimes a back door out. Don't be afraid to let your players get hopelessly lost in the caverns and need to backtrack a day or two. Some passages can even be one way due to natural challenges, but the greatest thing to build in is fun. 9:28 and just as a side note, my game world IS flat... doesn't mean the dungeons have to be.
@georgelaiacona111
Жыл бұрын
I'll disagree on the empty rooms. If every room is packed with goodies, then the players will get bogged down exploring EVERYTHING. Special stuff should be the exception, not the rule. Ordinary flavor brick-a-brack lures the party into a false sense of security and heightens the surprise when something special occurs. Have some empty rooms, which can serve as retreat points, or areas for the monsters to circle around to for ambush points, but aren't obviously such at first pass. And narrow, twisty corridors are easier for denizens to defend. My main complaint is dungeon maps that are super busy with corridors and rooms, to the point that logically, the ceilings should collapse from lack of support. Spread things out to give the illusion of size and increase the wow factor.
@FunAtStreaming
Жыл бұрын
Love all that points! Greatly agree! Especially i love the part about how people confuse making it realistic, dangerous and complicates (so not everything can be done all the time etc.) with "ruining your players fun". I don't know why but it often seems that players should be able to do whatever they want, however they what and it has to work or else it "is not fun" even if every spark of logic, realism, physics, etc. is against it. Sadly i once designed a very linear dungeon like "it's one way with some rooms to explore left and right" because it was ment to be played in less then 4 hours in one evening. My group still needed 3 whole evenings to escape from it (they where kept hostage inside) and somehow where not able realise it's that easy. But they also tried to fight much too highlevel monsters guarding the rooms instead of run away and take them as a reason to hurry up. I just assume a dungeon with multiple entrances and ways would've took them a whole month to solve and it's very likely they died by trying so...🤷♂
@ErdriedDeirdre
Жыл бұрын
You're right bacon is delicious! Today I realized most dungeons must be built structures when I'm thinking Dungeons equal Caves and caverns. Not sure where I got that impression since I've actually played the game!
@Ciofey
Жыл бұрын
Toilets. Unless inhabitants lack digestive system. Use otyughs or gelatinous cubes for a more fantasy cleanup. Stone walls should be thicc. No more dungeons with "this line is the wall". Use real medieval castles as reference. Windows. Use outdoor lighting for indoor lighting. Bonus: Can also be used to enter or exit a room. And for defenestrations. Love that word.
@steffenweppler9612
2 жыл бұрын
actually a one-way in dungeon can work if done right I once designed a Snake Temple (Ohm / Chult Style) with 4-5 rooms straight in, with statues (some made of beautiful marble, a lot of them stone) with exits to other rooms blocked of by a gigantic stone snake (a gigantic one, Harry Potter Basilisk style) at the end of the last room, a Medusa waited for the players, after they killed her, all stone statues awakened, slipped away and they had to go to the rest of the dungeon, exploring different rooms with traps and the risk of the snake people that came back to life ambushing them at any moment with the final confrontation being the giant Basilisk that destroyed their exit after coming back to life earlier
@archersfriend5900
2 жыл бұрын
Kids these days have it so easy, back in advanced dungeons and dragons we were thankful for a map of any kind. Then a player had to actually draw it.
@leespiderpod
2 жыл бұрын
You obviously haven’t heard of the Hackney Mole-Man, he randomly dug tunnels under his East London house 😂
@MrStrikecentral
Жыл бұрын
Ok. The map should have ceilings. Check. The map should also have floors. Check. Uhh...is it necessary for it to also have walls or some sort of other surface that is perpendicular with said floors and ceilings? I feel like my map is missing something...
@thomascrowe1522
2 жыл бұрын
I always draw out my maps in pencil on graph paper before committing them to dry erase on a full size dungeon map. This allows me to consider architectural layout, optional paths, functionality, traps, doors, etc... in small scale before going full 5'×5' squares in marker.
@Alex-tx7ih
Жыл бұрын
So I'm definitely a fan of Jaquaying the dungeon and all, but I don't think linear dungeons are really worth this level of vitriol. Especially shorter dungeons or ones that are designed to fulfill a specific part of the plot. There's a time and a place for having a small, linear tower that you have to fight your way up.
@RachelNitsche
2 жыл бұрын
I don't want to add an angry comment. 🙂 This is a great video with a tone of great advice. I am still new to being the DM but thought as tip 13: The ceiling of one room can be the floor of another - one of the players wants to break through or uses an ability which affects another part of the dungeon. So another tip could be: add changes to the dungeon which can be caused by the players?
@chambersar
2 жыл бұрын
I expected things like food prep, sleeping quarters, latrines, food storage, ventilation and water supplies. How about workshops? Even monsters need logistics.
@dsoul1305
2 жыл бұрын
The dungeon without floor. A cave with super speedy running water with flow that ended near the entrance in a grove in the stone that goes even deeper in the earth and don't seem to have space for air. The party have a underground river as floor, impossible to walk on and swim in it. 10 to 15 ft. height, lair of everything that decided to live there. I can hear the players cursing already. Hihi
@HecHocceH
2 жыл бұрын
Counterpoint to #1: Palace of Knossos on Crete. Chaotic labyrinth of a building is not necessarily a result of a madman being the architect; rather - of a multigenerational construction without planning.
@wavemaster4891
2 жыл бұрын
Pick a random door to enter it may not matter.... Tomb of Horrors disagrees, choosing the wrong entrance kills you! So you will need to resurrect Gygax and tell him your thoughts.
@billmartovich9009
2 жыл бұрын
I thought tip 11 was for multiple levels in the dungeon that players need to work their way up/down as they go deeper. This angry post is for you, Al Gorythm!
@RobinD.
Жыл бұрын
You would be horrified to make a large Beholder Lair (see AD&D2 I,Tyrant) or even a tessarect map...harhar
@jesternario
2 жыл бұрын
Raargh! I am angry and am leaving my angry comment! (Actually I’m not, but he did say leav angry comments below, so I’m pretending)
@KageRyuu6
2 жыл бұрын
You haven't worked in an office environment have you? Those are literally like 40ft by 40ft rooms with 10ft ceilings.
@jasonstephens6109
2 жыл бұрын
I love making dungeons. I would also add, try to think of your dungeon in 3 dimensions. Can you hear what's up above or down below? A puzzle can have a solution that you do something above that affects another directly below. Sometimes an above room can overlook a room below. On the ceiling, you may be able to design a chandelier that can be triggered to drop on players or monsters. A weakened floor may lead to a room below or reveal a secret area if broken. Dungeons should be 3 dimensional.
@filipahlers6156
2 жыл бұрын
I'm going to make sure I follow every single tip in this video to the letter! But, I don't see anything in here about walls, so I guess my dungeon won't have those.
@michaeldlubac9096
Жыл бұрын
Under Making Architectural sense, you should also know it the dungeon had a purpose and make sense for race that built it.
@drawbyyourselve
2 жыл бұрын
I have a oneshot planned for my group, they are to escort a prisoner to a special locale to be interrogated, on their way they rest in an old in, build by dwarves and littered with steam pipes (the dwarves used hot springs to heat and pump water through pipes in an arctic climate) now the pipes are derelict and only carry warm air. Turns out an Oblex made his home right here where its warm and nice, ate all the staff and manages the house from the shadows. Using pipes and openings to hide his tentacless and a cover of herbs to hide his smell because "the hot air from the baths carries a nasty sulfur we like to dampen" and the party has to make it through the night and maybe next day without being eaten. I also changed the slimeboi so he can detach his copies for a short while, 1-5 minutes so he can kind of interact stealthily and reach every space, though his facsimiles start dropping at the half way point if not connected. I really hope they bite the plothooks and weird behaviour, I noticed how the roleplaying and talking to npc's was more interesting to them than the most combat encounters.
@philipcampanaro8124
2 жыл бұрын
Love the advice. I frequently have to redo the old school maps to give players a challenge and a choice or just make the dungeon fun.
@christiantietz6085
2 жыл бұрын
7:07 Ah, YES. BEAR ROOMS! I hear you loud and clear, stuff the rooms with bears.
@dakotastephens730
2 жыл бұрын
For the point of the multiple entrances to a dungeon - My DM when we first started playing four years ago. He had a crumbled entrance into a closet that led to the room which the big bad was in. I failed the Dex save to get over the wall and crumbled it making a huge noise. By the time we got into the room the whole dungeon was on top of us. For the point to not having a flat earth.... I made my world flat and the characters love it! So, yeah, take that Luke. LOL. Thanks for the great video! So glad to be a patron of this awesome channel and group!
@ernesthakey3396
2 жыл бұрын
A "flat" world can still be a "thick" world with plenty of room for changes in elevation... ;) Also, presumably if a flat world is like a really thick pancake then gravity will pull things on top of the pancake down and things on the bottom of the pancake up, and you can have a top-side setting and a bottom-side setting with very little contact between them... Could be like two sides of a coin. You could even use a coin for inspiration. "Hey, does this main continent kinda look like a head?"
@Thenarratorofsecrets
2 жыл бұрын
My current dungeon is a space hulk. huge ships mushed together. so doors are a must, seals off sections to avoid hullbreaches
@437cosimo
2 жыл бұрын
Angry Comment! Now that that is over, this was a excellent video! So many GM's get locked in type of dungeon. I have seen a lot of the negatives you talked about and (while mumbling) done it myself. Thanks for the video. P.S. YOU did tell us to make an angry comment!
@theDMLair
2 жыл бұрын
Angry comments make my heart happy. :D
@GlenHallstrom
2 жыл бұрын
Non-linear dungeons? But...but...PCs might find themselves in a shotgun shack... (rimshot) :D
@JB-ym4up
2 жыл бұрын
Same as it ever was
@colinz226
2 жыл бұрын
I did not believe, i did not believe the tenancy in players to BURN THE WORLD but now i have witnessed it in my game. Hell they even wanted to rain fiery arrows down at the same time..!
@BeeGeeTheImp
2 жыл бұрын
In my last campaign, the DM burned down every tavern in every town before the players arrived. Genius!
@sir__goatsalot2419
Жыл бұрын
I’m currently tying to make a dwarven mine that has been taken over by orcs.
@robertpowell9982
Жыл бұрын
Ceilings, doors, and floors. He never said they needed walls though
@robertbemis9800
2 жыл бұрын
Parallel mirrors that shows the whole party but one random character Is a great feature
@RonRuminski
2 жыл бұрын
Fantastic reminders. Keep up the great work.
@toccataandfugue
2 жыл бұрын
If sneaking through the dungeon because it doesn't have any doors to scan the whole place is the smart thing to do, the smart defensive move is to put in doors.
@stephenJpollei
2 жыл бұрын
I can see someone even putting in chicken-wire type doors or really thin doors. thin-sheets of lead lol .
@Battleguild
2 жыл бұрын
Vertical shaft traps are also wondrous for dungeon designs. As not only do they force players to consider the dungeon as a 3D environment, it also gives them some control on which floor they want to explore first, or even some hidden rooms might only be discovered at the top/bottom of these traps that has no other entrance/exit.
@DMKarinZeeland
2 жыл бұрын
Dungeon Alchemist is my current favorite mapmaker.
@Aself101
2 жыл бұрын
8:10 there's nothing wrong with being a forever DM lol (begins to weep)
@subduedpotato7216
2 жыл бұрын
a linear dungeon could work as well. Picture this: Kobolds designed this dungeon. They, of course, place a series of trap doors - some to trap the interlopers, others could have a sharp stick in them. A design like this could make it easier for the kobolds to defend. It could also make it easier for them to force the party to go where its most advantageous for the kobolds. I kinda like to cause the ceiling (or the floor) to collapse behind the party when certain traps are triggered.
@MonkeyJedi99
2 жыл бұрын
I ran a party through the tunnels in and under a mountain which was called "The Mountain of Waters" because it was a the source of a sizable river. There were a pair of cave worms tunneling through the upper regions, eating birds that foolishly nested in the rock face. Next was a defiled dwarven temple and burial complex that had been taken over by a necromantically talented vampire serving the main boss. In the region of the complex housing goblins, about 3/4 of the chambers were set aside for the goblins' fungus farms and fishing pool. In the lower region that used to be a dwarven palace the orcs there had defaces the dwarven art, and used a former sitting room as the trade station between their weapon crafters and the goblins' farmers. They also had a hidden access to other underground regions, but the party never found that. Below that was a massive closed cenote-type cave with the spring at the bottom, and in a massive stalagmite in the middle of that spring was the magically carved home of a master vampire who was the overlord of all of the races above. The master vampire had, as gatekeepers, a vampire troll and a water-dwelling dragon. - It took my party nine sessions to get through the place, and two of them barely survived, their main cleric taking an herbally-induced long rest as he was carried on the back of one of the warriors for the descent to the vampire troll.
@RyuuKageDesu
2 жыл бұрын
I'll comment because I want to, and here's the "angry comment" you asked for... Good? When I built my pyramid dungeon, I had most of these in mind. I also chose to break many of these, on purpose, due to the deeper narrative that the location did not follow the norm. This is not saying that this is wrong; quite the opposite. One needs to understand how things work, before knowing how to best break them, when it is time to break them.
@BleydTorvall
2 жыл бұрын
As the saying goes, rules are made to be broken. If you never break any of the rules, things get predictable too. For example: If there's always a reasonable ceiling, the players stop bothering to consider it. Throw in a dungeon every now and then with an unreasonable ceiling that they can exploit (or none at all), and they'll never forget to check. If there are always secrets to find, players will spend forever poking and prodding every inch of the dungeon, never getting surprised and taking forever to progress. Occasionally give them a straightforward dungeon, and after wasting a ton of time on it, and they might be a little more conservative with their searches in the future, which can also give the DM a better chance to surprise them.
@RyuuKageDesu
2 жыл бұрын
Absolutely, @@BleydTorvall
@Linbleou
Жыл бұрын
It was very helpful with my first dungeon map 👍
@gegegebebebe5087
2 жыл бұрын
Seriously, you would be a wonderful teacher, teaching interesting (and sometimes not so much) stuff in a very funny and comedian way, making it very enjoyable. Thanks very much (=
@jeffreykershner440
2 жыл бұрын
Sometimes a long twisty passage joining two rooms makes a lot of sense. Hezekiah's Tunnel in Jerusalem was built from opposite ends and met in the middle. As it gets closer to the meeting the diggers started adding zigzags so that they would be more likely to connect.
@notreallydavid
2 жыл бұрын
I'm guessing they weren't dwarves, J.
@subduedpotato7216
2 жыл бұрын
Yes, every dungeon should have doors. They are, after all, the bane of every adventurer's existence. I've never seen a group of 4 grown-ass peeps get so stumped by a simple door. It had a lock, sure. Made of solid oak, ok. The rogue rolled a nat 1 for lockpicking and the barb rolled a 5 to bust it down but not a single person thought to just turn the handle to see if it was locked.
@lucasmarquesdecamargos4298
2 жыл бұрын
I really think empty rooms are important in some big dungeons to make it more believable. Empty of magical items/treasures/monsters, but could have environmental clues like tables, beds, etc.
@valeriodestefano3784
2 жыл бұрын
more souls for the... i mean, more comments for the algorithm!
@shaneanderson6602
2 жыл бұрын
Great stuff, man. Have you ever done a vid covering variations on chases, or how to DM a chase sequence in a 5e game? In the wild, through a bustling city? I think you'd kill it.
@kevindaniel1337
2 жыл бұрын
Luke cast Suggestion and made me type this comment.
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