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@johnhansen47943 жыл бұрын
Maybe the floor is lava! Or pine cones. Mwhahaha!
@MonkeyJedi993 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.
@aaroncreekmore13372 жыл бұрын
@@johnhansen4794 NO NOT PINECONES
@matthewcrowther8903 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_nat45863 жыл бұрын
This is actually really smart and I think I might have to do this at some point.
@Teraclon3 жыл бұрын
especially if you use mods like bibliocraft or something to add more object/furniture to the scene
@joshuastringer94973 жыл бұрын
I've done this for my game before
@TrIpTiCuS3 жыл бұрын
This reminds me of my current game I'm running where I'm using RimWorld to build and populate dungeon maps!
@berrymand713 жыл бұрын
I used modded minecraft and did this for some kids. I essentially built Undermountain in Minecraft
@bmyers70783 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.
@JacobGrim2 жыл бұрын
How was it?
@CreamCakes4202 жыл бұрын
Yesh that's good idea
@CaseyWilkesmusic2 жыл бұрын
History majors make great dms
@mohammaddh865522 күн бұрын
i want her number !
@williambarnes50232 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."
@wesleyfilms3 ай бұрын
You got a good laugh out of me lol
@hugswanted795416 күн бұрын
*proceeds to transform into a full size human inside the gecko*
@Empressofnight3 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
@jamesbell77253 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_gm3 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!)
@jeice133 жыл бұрын
Yep, any space made by short creatures for their own use should have this
@marcusc99312 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
@bevthorne60302 жыл бұрын
That and it gives the wizards a good use for the "Reduce" part of enlarge/reduce.....
@BanditLyfe24712 жыл бұрын
@@marcusc9931 how did that turn out? Because that’s freaking great roleplay right there
@vileluca3 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.
@zenhikerjoe8443 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. :)
@theDMLair3 жыл бұрын
That's the mark of a great player: making sure the other players are having fun, too! :D
@RedwoodTheElf3 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.
@brianmorris3642 жыл бұрын
Acerak knows best
@twocents750911 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.
@taragnor5 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.
@RedwoodTheElf5 ай бұрын
@@taragnor Didn't say it was a good design, just that it was an exception to the "Multiple paths" bit.
@joeschmoe63562 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
@DietBuddah3 жыл бұрын
A dungeon without floors could be a neat way to make something specifically for the party of all flying races.
@matthewparker92763 жыл бұрын
Or an interesting challenge for a party with no fly speed at all. Would hardly need any monsters.
@catherineandpaulfuters25233 жыл бұрын
Spiders
@elgatochurro3 жыл бұрын
Wouldn't matter, and no
@bryank55232 жыл бұрын
floating platforms are a thing
@jasonreed75222 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.
@BeeGeeTheImp3 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:
@strawberrylotlizard3 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
@gortab3 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.
@jasonreed75222 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.
@AvangionQ2 жыл бұрын
Flying creatures don't need floors.
@ericdpeerik39282 жыл бұрын
Did happen: the floor is lava!
@coffeemancer23 жыл бұрын
Algorithmic upvote because more people should be watching this channel.
@dahelmang3 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 KZbin algorithm.
@Doomsdaymanx3 жыл бұрын
I too like this video channel. Engagement!
@Kevlar-783 жыл бұрын
Bump , agreed
@rainey823 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
@thajocoth3 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-sf5uz3 жыл бұрын
Sounds like a great opportunity to use the climbing kit
@theDMLair3 жыл бұрын
genius! :D
@CaptainXJ3 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.
@elgatochurro3 жыл бұрын
Beholder lair
@yogsothoth75942 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
@diegojesussilvaeduardo93472 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
@alexcarlson67763 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.
@thomaspoteete41192 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.
@twocents750911 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.
@egoish67623 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.
@estraventhenerd67253 жыл бұрын
Tip Number 12: Make A Loo (OR More) For The Bad Guys!🤣
@elgatochurro3 жыл бұрын
No, provide options, side paths, dead ends and traps. Give them a feeling of REAL DND that they won't get elsewhere
@JMcMillen2 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.
@Merkorion2 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...
@egoish67622 жыл бұрын
@@Merkorion nice when your players are concerned about goblin health and carbon monoxide poisoning
@robertbemis98003 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
@xuurdjemloteth2632 Жыл бұрын
Love your videos. Just got back into being a dm so I've been rewatching a lot of stuff to refresh myself.
@rhabandiy41172 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!
@johntuck773 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.
@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...🤷♂
@jgn19773 жыл бұрын
I absolutely love the get into the meat of the video right away. I hope people appreciate the change!
@Nazo-kage3 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.
@andrewhaldenby49493 жыл бұрын
Really good!
@dakotastephens7303 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!
@ernesthakey33963 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?"
@scottrasnic58703 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.
@PatrickWaddingham3 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 KZbin dance". So, thank you!
@edwardmurray82923 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.
@sinclaire54793 жыл бұрын
I feel this
@lagg1e2 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-Yourself2 жыл бұрын
Nothing wrong with a good ol' funhouse dungeon!
@restoredtuna8264Ай бұрын
There is ONE exception to the rule of no linear dungeon making. And that is if the place they are exploring would logically be designed linearly. I made a map that is a underground prison. It’s designed to have “one way” in and out. With a secret entrance of course. But other than choices of side rooms it is linear and has choke points.
@Ciofey2 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.
@thetwojohns62367 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.
@glowstickofdestiny12903 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.
@neilhewitson16173 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.
@tomjean13873 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.
@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!
@crimfan3 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.
@thomascrowe15223 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.
@ianjohnson35463 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.
@MrJerks933 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.
@RonRuminski3 жыл бұрын
Fantastic reminders. Keep up the great work.
@HecHocceH3 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.
@MrGdurfey2 жыл бұрын
It has been too many years since I have played D&D. I used to sit for hours making maps. So great to see this video.
@andrewt37683 жыл бұрын
Creating a compelling map is something I am trying to improve on, so this was a great video for me. Thanks!
@High_Goblin_King3 жыл бұрын
I love how you just begin giving me the information rather than having an intro and playing a theme that I need to skip.
@valasafantastic10553 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!
@scottrasnic58703 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.
@freedomflyersam3 ай бұрын
Hi! I just started a game, as the voluntold GM. With ONE session of unsuccessful game play like 4 years ago as the only experience. I'm so glad I found this channel, and if you suddenly see all your likes/watch numbers go up, its because I'm watching them over and over and over and... Thank you!!!
@theDMLair3 ай бұрын
Awesome, happy to be able to help!!!
@Linbleou Жыл бұрын
It was very helpful with my first dungeon map 👍
@torva3603 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
@elgatochurro3 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
@torva3603 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
@philipcampanaro81243 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.
@plaidpvcpipe37923 жыл бұрын
13:07 doors don't prevent it either. A spider can go under or between cracks in doors.
@jasonstephens61092 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.
@Valandor_Celestial_Warlock5 ай бұрын
While I do (almost but not quite) thoroughly enjoy your videos, Luke, I agree with "the editor" that you really should tone things down just a scosche. Advice from a guy who was DMing before you were born: When you're *trying* to be funny, you're trying too hard. Let the funny flow. And let your dungeons have doors.
@BadGoofАй бұрын
@Valandor_Celestial_Warlock Couldn't agree more. I truly only come here for the oftentimes good advice, but find myself skipping ahead as soon as he goes on a tangent which is meant to be humorous. Maybe it lands with others, but it's just sub-par in terms of delivery.
@y2kboy2 жыл бұрын
This is not my first video that I've seen from you, but it is the one that made me like and subscribe. Nice job.
@danielsommerlykke94754 ай бұрын
This seems like an overly reduced version of "Jaquaysing a Dungeon". I disagree that on number 1, though in some cases you are right.
@ourochroma3 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
@suddenenigma2 жыл бұрын
These are such good tips. I ran an adventure I made that took place in an old mansion built over a natural cave system. My players went in through a window instead of the door, avoiding the alarms that would have gone off purely by chance. And since the place was inhabited by a cult that worshipped a succubus, a lot of adult things happened. The players barely fought anything for the first half of the adventure, but it was fun for everyone. All the little details made it work: even restrooms and a pretty elaborate bath. And a gelatinous trap where hilarity ensued. So, fellow DMs, make things that make sense, add details that keep it interesting, and let the players have fun. A game is about what you can do, but when there are no limits, there is no fun.
@gegegebebebe50873 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 (=
@kjs87192 жыл бұрын
I made a linear dungeon once, and railroaded them into it, BUT it made sense thematically. It was an escape room. There was a bunch of challenges they needed to complete, and along the way they also found puzzles and boxes etc and the puzzles provided keys or codes to unlock the boxes (those were all real btw, and the players had to actually solve them) My favourite was the room that you could see into from the outside, but as soon as you went in, you were blinded. When they worked out that the person in the room had to be directed by someone outside of the room, I had them get up and actually do it irl
@jeffreykershner4403 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.
@notreallydavid2 жыл бұрын
I'm guessing they weren't dwarves, J.
@andreaalejandrabonillamont7286 Жыл бұрын
I am a new DM and I don't really have much experience as a player, but I think is worth volunteering even without the experience and I just want to tha k you for all your great advice, I try to make notes of all the tips you keep giving ❤❤❤
@anthonybarnes36332 жыл бұрын
Just starting as a DM and Luke's videos have been so helpful in helping me construct my ideas in a way that's engaging for the players :)
@RachelNitsche2 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?
@destonlee2838 Жыл бұрын
At 53 years old I've been DMing since 1982 and my favorite thing to do is break tropes. Terrasque at levels 1 to 3, fighting dragons at level 4, r/n at lvl 5 headed into underdark literally kidnapped by dueggar and railroaded into a drow prison and made to smootg the walls along the tunnels made by purple worms. Oops. ZARGON! I SMASH TROPES, YOU LAZY SLEAZY TWERP. GOOD VID, NICE TIPS FOR GREEN LEAVES. KEEP IT UP! CHEERS,
@TalonSilvercloud2 жыл бұрын
I built a 6 floor dwarf fortress. Apart from the first floor, there were multiple ways to go up and down levels. They had to backtrack plenty of times (intended) to go get keys and such. It was a golem and siege weapon factory, with a service elevator to move equipment from the forges on the bottom level (lava, free forges and materials), to the workshop floors. Barracks up on the top level. It was made from an old mining camp and smelting facility that had been abandoned due to some earthquakes, and repurposed into a fortress/factory by the duergar who inhabited it.
@georgelaiacona1112 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.
@coinalmanac3 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
@christiantietz60852 жыл бұрын
7:07 Ah, YES. BEAR ROOMS! I hear you loud and clear, stuff the rooms with bears.
@vensheaalara2 жыл бұрын
"Be careful building taverns out of wood, people will try to burn it down". Literally the first game I Dm'd ever. Thank you, Brandon for burning down my hopes and dreams.
@robertbemis98002 жыл бұрын
Parallel mirrors that shows the whole party but one random character Is a great feature
@Grigeral2 жыл бұрын
I had an evil Sorcerer/Cleric of Auril and my group created a guild called the Argent Legion (original, I know). The group was mostly good or neutral and we were working together to stop Tiamat at the time. I started out helping the group as a guide through the Icewind Dale and realising she could use them to push her own agenda of ensuring the world was prepared for Auril's coming, along with the eternal winter she was adamant would follow. So... I started building a secret temple to Auril beneath my bedchambers in our guild hall. The guild hall was in the middle of Neverwinter. I would use silence to cover any noise and I would repair the hole in my floor using Wall of Stone. Over time, (around 6 months in real life over each downtime session, or using my cultists when not) I expanded the dungeon beneath our very guild halls, in exactly the same manner that you see in those old-time maps lol. I have used the character since and while she's among my favourites, I intend at some point to run an adaptation of Rime of the Frostmaiden which came out towards the end of the campaign we were playing. In that, I would adapt it to base it from Neverwinter and focus on the dungeon from beneath the guild halls. The group will play as members of the same guild and have to thwart my old character and end her plans to essentially bring about the end of days. That would include 'finding' the temple, which no one knows exists.
@goliathcleric3 жыл бұрын
Yep, time to make a dungeon with no floors now.
@davidanddragons53393 жыл бұрын
I kinda want to make a dungeon with no floors now too
@tiagoguinhos3 жыл бұрын
Or maybe the floor is riddled with explosives >:)
@neochance3 жыл бұрын
The floor is lava
@drawbyyourselve3 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.
@MonkeyJedi993 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.
@Alex-tx7ih2 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.
@michaeldlubac90962 жыл бұрын
Under Making Architectural sense, you should also know it the dungeon had a purpose and make sense for race that built it.
@wperdew60783 жыл бұрын
I started up a campaign a month ago and these are all valid points. Secret doors/hidden areas. We had so much fun with these recently. Had a shifting room/crypt filling with poison gas that depended on finding a secret control panel to escape. This was the final room of the dungeon, after a few other secret doors. And it all made sense as to why. Linear dungeons. This is tricky to avoid because sometimes it makes sense to have to explore your way through several areas before you find the right way towards the next scene. Along the way, the story/theme unfolds and leads to some sort of climax. Not a fan of stumbling upon the climax of that dungeon in the 3rd room out of 20, then the rest, which is build up, becomes cheap. So this can be difficult. And plays into the general layout/construction of the area being explored - sure it all has to make sense, but building towards some kind of climactic scene should be a thing. It's a big balance of rewarding exploration vs endgame. Doors and elevation changes are great additions. Hell, elevation changes are incredibly satisfying elements. Lots of skills and spells are there waiting to be justified just because of some Archer on a 30' cliff or a chest is underwater in some 60' pit type area.
@HurBenny2 жыл бұрын
I always make sure to include a kitchen, sleeping quarters, latrines and a cellar in my dungeon meant to be used (be it repurposed or originally owned) by social creatures. It give the players a sense of really exploring / sneaking in the foe’s base. Also, an armoury for civilised races. No one other than the guards is spending one’s day in full armour at “home”.
@Brandarr9 ай бұрын
I was voluntold to leave a comment for the KZbin algorithm gods, and I think I kinda enjoyed it.
@lucasmarquesdecamargos42982 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.
@sir__goatsalot24192 жыл бұрын
I’m currently tying to make a dwarven mine that has been taken over by orcs.
@Battleguild3 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.
@Akidwithacamera3 жыл бұрын
I was that druid, and my DM wasn't stoked I found the shortest route through his sewer maze by wild shaping into a squirrel, rolled well on a nature check to determine direction by looking at the sun through a sewer gate and heading to the west chamber in a few minutes.
@KaineVillante3 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
@theDMLair3 жыл бұрын
I'm evil. What can I say? :D
@maximelecomte3341 Жыл бұрын
I remember reading Keith Amman's How to defend your lair and being struck by something akin to: "Why would kobolds not build a lair with 5-6ft ceilings?". It just made sense! And then it becomes a challenge normal-sized players have to fight through.
@Aself1012 жыл бұрын
8:10 there's nothing wrong with being a forever DM lol (begins to weep)
@steffenweppler96122 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
@angrytheclown8012 жыл бұрын
One puzzle I really like to have that encourages lateral thought and rewards the extra curious is that the players encounter an old crumbly fountain. On top is what was once a beautiful woman holding a sword. The sword is pointed at a wall and while the statue is damaged, the statue isn't in pieces. If the players check that spot the sword is pointed to, they find a treasure trove, a few rather valuable but minor magic items, but a rather decent amount of gold and gems. But the prize is the sword, it can be removed from the statue and has a stronger enchantment than any of the treasures in the secret room. I often make it the woman in the statue as an intelligent dancing sword that was once human.
@andreifrolenkov5133 жыл бұрын
THE FLOOR IS LAVA.
@archersfriend59003 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.
@mathewacton39162 жыл бұрын
Thank you for all the tips. Definitely helps me as a new volen-told DM.
@linus4d13 жыл бұрын
I wish you talked a little more about floors. They are also important. Is it a sand pit that you can throw in the face of your enemies? A dirt floor the druid could burrow through? Creaking floorboards making it hard to stealth? A chasm you need to cross? A rotting floor that might give way any moment? An uneven rocky floor that is difficult terrain? Or is it a boring, nondescript floor?
@thomascrowe15223 жыл бұрын
As a side note, sometimes linear dungeons make sense. I ran a campaign where an innkeeper, who was a former adventurer had gone to the dark side. After clearing the tavern/inn upstairs, the party found a cellar entrance where the innkeeper had been digging out rooms to store the stuff he was stealing from his clients. It was very linear and led to a secret exit into the backyard of the inn. But, the innkeeper wouldn't have made the extra effort to build side tunnels and rooms he didn't need, so it only made architectural sense to build it that way.
@davidburton96902 жыл бұрын
If your players are investigating and are about to enter a building or tower, etc, fill your windows with glass and cover them with shutters or curtains. This is the door thing, to stop fliers from mapping and discovering everything before entering. Leave a couple accessible if you want to direct player scouting there. The players can feel good about discovering something early, and you stop them from compromising all of the secrets.
@thewolfstu3 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.*
@nightfall89z623 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.
@Yogue72 жыл бұрын
My counter point to exploring the whole dungeon before going in is that the rooms may not change but what's in them can change and there are plenty of things that can still be missed. A spider or seeing eye may not set off traps or find every passage. It would be easy to get lost and re explore an area you've already been in thinking it's a new area. That could cause areas to be missed. Also, I wouldn't just have nothing happening outside the dungeon while taking that long to scout out the dungeon.
@yungo1rst Жыл бұрын
in the plane of air you can have no physical obstacles if you can render an appropriate map depending on the area. some blobs of air will have sulfur instead of oxygen or chlorine vapors. regular dungeons, make sure to state important doors on what way they open and close, or how the hinges look if they would squeak.
@stormd3 жыл бұрын
An addendum to "A dungeon should have ceilings" or "A dungeon should have floors" is "Floors and ceilings can be interesting." Maybe the stalactites hanging from a natural cavern are concealing darkmantles or a roper. Maybe a carpet covers a secret trap-door. Obviously there could be pit-traps, etc.
@subduedpotato72163 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.
@flyingace12343 жыл бұрын
#1 touches on a point I usually have in mind when approaching D&D problems and it's kind of refreshing to see it articulated here. 90% of the encounters I have done take place in lived in spaces. A Throne Room at the royal palace is not going to have pressure plate traps built into it, if the crown regularly hears petitioners. It _would_ likely have a separate entrance for the monarch to enter from the petitioners though, and I wouldn't be surprised if there aren't some spots for guards to stand that let them be nearby to jump in without being too visible (if that is not the look the monarch wants to portray). Said hiding spots may be simple cubbyholes, to observation rooms hidden behind fake tapestries that let some guard mages cast hold person on someone trying to rush the throne. Conversely, an abandoned temple may not have been built with traps in mind, but the gnolls and kobolds that moved in might have set up some tripwire warning traps or snares around the ruins. They might have repurposed the catacombs for storage or have not bothered trying to move the massive slab sealing the entrance. Bandits that have just moved into some abandoned mines to hide out will have to deal with the odd shapes, but once they have settled in they may take the time to carve out some rooms using the abandoned tools and following the already mined out veins.