I’ll start this off by stating the most basic truth: I’m not a huge fan of traps in dungeon design. I think that, more often than not, it’s an easy and lazy way to add difficulty or challenge to a dungeon. Also, it’s not realistic to have numerous doors and chests and floor panels and … Continue reading It’s Not a Trap! When Less is More
Tag: Dungeon Design
The Five Area Dungeon
This post is about dungeon crafting, and it’s based on the Five Room Dungeon model. What I’m going to offer here are a few tips on expanding that model for those who want longer, more in-depth dungeons, why I like the “Five Room” model, and a refutation of some of the main criticisms of that … Continue reading The Five Area Dungeon