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I'll probably make a more public beta of this later, but as usual you guys get to see and comment on it first. It's a very rough first draft of my attempt to organize all of the good advice out there about designing dungeons for OSR games. Please feel free to comment on the Google Doc (you should have permission to do so). In particular, let me know if there are any important elements I'm missing, or important blog posts I can link to that talk about an element in more detail.

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The Elements of Dungeon Design

The Elements of Old-School Dungeon Design By Ben Milton http://www.youtube.com/questingbeast https://questingbeast.itch.io/ https://www.patreon.com/questingbeast How do I use this? This document is my way of cataloging and summarizing some of the best pieces of advice I've found on designing d...

Comments

Anonymous

This is great! Very wise and not to mention reminiscent of old Gygax designed dungeons as well as some of the best stuff coming out of the OSR today. If I were to add anything, it would be to add details about the outside world. Dungeons unfortunately don't exist in a bubble, so the community, rumours, and environment surrounding the dungeon are all important aspects. You also only go very lightly on the monsters, but while obvious to experienced DMs, they can be a hard thing to get a grip on for less experienced DMs.

Anonymous

Specifically, it's important to make sure the monsters fit their environment, or can make the most out of it. I once made the mistake of putting a whole bunch of rooms filled with large monsters that had small doors. Needless to say, the players figured out they could just stand in the doorways and shoot the monster in the room. It's far more interesting for the monster to fit the design of the dungeon. See: "the god that crawls". It doesn't have to be as complex as that either. A room with deep, dark, murky pools is a great place to fight giant frogs.