Dungeon brainstorming form

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Mhu Thulan
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Dungeon brainstorming form

Post by Mhu Thulan »

Hi all,

I was stuggling with dungeon design the other day and I knocked up a simple brainstorming sheet to help me. I've put it up on the web in case anyone is interest: blank form is here PDF OpenOffice and there's an example here.

The format is simple: the rows have elements that are common to pretty much all dungeons, and the columns can be headed up with general "themes", ideas or problems that you want/need to incorporate the dungeon.

For example, my example sheet is for a dungeon that's meant to be the ruined fortress of a long-dead wizard, which has recently been open up after centuries of disuse. I was running the game for two players who'd never played any rolegames before, and I'm currently trying to explore the style that some call "classic". So all those went across the top, and I used them to help me fill in the boxes.

Hope this is useful to someone. Any suggestions for other categories would be gratefully received.

rob

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moriarty777
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Post by moriarty777 »

Hmm... an interesting idea. Thanks for sharing.

Moriarty the Red
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Treebore
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Post by Treebore »

That looks like a good way to keep everything "straight" for writing it all out too.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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serleran
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Post by serleran »

Its even useful with my random builder. Yay!

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BeZurKur
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Post by BeZurKur »

As a brainstorming sheet, I can see how this is useful. Looking over your example, I think you have a solid grasp of the classic feel. What I particularly like is it is easy to look over and see how everything fits into your vision. When designing a dungeon as you go, it is very easy to lose track. This sheet puts it all in one place and keeps the designer focused. It's simple and effective. Thanks.

Just a tip (I'm not suggesting you are or aren't) for helping with the classic feel, IMHO, is not to design in the ways around the traps and encounters. Let the players figure it out themselves. Design it with a purpose, but not with an out -- it is for the players to discover. I think the "last engineer" is a fantastic touch. Develop his history and drop in the details of it. They may end up being clues for the players or not. I believe this is how the versus play best balances out. If the players are brand new, you might want to drop direct hints of what they should consider, but I'd still be vague. Even then, I'd only do so at the start so they get the idea.

Dakhysron
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Post by Dakhysron »

Thanks Rob, that's a great way to stay organized and on target!

Maliki
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Post by Maliki »

Looks very useful, thanks.
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Combat_Kyle
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Post by Combat_Kyle »

Simple and useful, me likey! Thanks for sharing.
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Rhuvein
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Re: Dungeon brainstorming form

Post by Rhuvein »

Mhu Thulan wrote:
Hope this is useful to someone.

Yes it is. Thanks for putting it together and posting!
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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

Emryys
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Post by Emryys »

I love the fact that everybody shares!
Man, if I had to come up with all this great stuff by myself!
Thankfully my share is currently 1/302 nd...
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