Hussar
Legend
Some basic Dungeon Design Stuff:
1. I try to have a sort of 3 tier approach to how alert the dungeon is. Rest - Alarm Raised - Full Alert. ((Note, this obviously depends on the dungeon - not much of a Full Alert in an abandoned crypt full of traps and the bit of undead)) It's not that hard to do - I just have three maps which rearrange the encounter locations.
2. Put encounters in hallways. This is something that really makes adventures pop. Take those trolls in that room and move them into the hallway - either coming into the room or moving past it, whatever.
3. Give information to the players. Make sure that the players have a way to learn about the layout and inhabitants of the dungeon early on. If they are just randomly exploring, then there's no real choices. But, if they have some information, then they can start choosing paths, avoiding encounters, that sort of thing.
1. I try to have a sort of 3 tier approach to how alert the dungeon is. Rest - Alarm Raised - Full Alert. ((Note, this obviously depends on the dungeon - not much of a Full Alert in an abandoned crypt full of traps and the bit of undead)) It's not that hard to do - I just have three maps which rearrange the encounter locations.
2. Put encounters in hallways. This is something that really makes adventures pop. Take those trolls in that room and move them into the hallway - either coming into the room or moving past it, whatever.
3. Give information to the players. Make sure that the players have a way to learn about the layout and inhabitants of the dungeon early on. If they are just randomly exploring, then there's no real choices. But, if they have some information, then they can start choosing paths, avoiding encounters, that sort of thing.