Dungeon Design: Part 1 - Running RPGs

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Seth Skorkowsky

Seth Skorkowsky

Күн бұрын

The first of a 2-part series covering my philosophies and approaches to making RPG dungeons. It covers Construction Types, Populations, History, Layout, and Architecture.
Part 2 will cover Traps, Rewards, and Plot Objectives.
If you want to check out the books I mentioned:
Kingdom of the Dwarfs: amzn.to/3PeiefA
AD&D Catacomb Guide (PDF): www.drivethrurpg.com/product/...
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A heartfelt thank you to my 225 Patrons for their continued support in making this channel possible.
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CHECK OUT MY NOVELS
If you want to support my channel, or just want to read an action-packed Urban Fantasy about modern-day monster hunters and their sentient weapons, check out my four-novel Valducan series. They feature gun fights, sword fights, chases, monsters, and a smattering of horror. Audio book editions narrated by the badass R.C. Bray: amzn.to/3rehNnJ
I also write pulpy Sword & Sorcery thief adventures in my Tales of the Black Raven series. It's 21 short stories packed with action, intrigue, and daring heroics. Audio editions read by R.C. Bray. amzn.to/3faj4cX
And if you want a kickass and dark revenge story about a modern-day sorceress hunting across the multiverse for lost Carcosa, my novel Ashes of Onyx is available in print, ebook, and audio book: amzn.to/3sfh1IA
If you enjoyed my stories, please leave a rating or review on Amazon, Audible, and/or Goodreads
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MY PUBLISHED RPG ADVENTURES
A Mother's Love (Call of Cthulhu 7e). This collection of adventures won the 2020 Gold ENnie Award for Best Digital Adventure Book: www.drivethrurpg.com/product/...
Mysteries on Arcturus Station (Mongoose Traveller 2e). This is two adventures. One is written by me, and the other is my update to J. Andrew Keith's brilliant Murder on Arcturus Station: www.drivethrurpg.com/product/...
And while I didn't write it (Marc Miller has that distinction), I did greatly expand and update the classic Traveller adventure Death Station to Mongoose 2e, which is TOTALLY FREE: www.drivethrurpg.com/product/...
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Check out the Q-Workshop Seth Skorkowsky RPG Icons Dice, a 10-die set that I designed with Q-Workshop: q-workshop.com/en/rpg-dice-se...
For individuals of the 12-sided D6: q-workshop.com/en/single-dice...
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FOLLOW ME ON TWITTER
I mostly ramble about movies, tabletop roleplaying games, and random other things as they occur to me:
/ sskorkowsky
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I HAVE A PODCAST
Check out the Modern Mythos Podcast where veteran RPG writer Jon Hook and I discuss horror and gaming, especially Call of Cthulhu: modernmythos.libsyn.com/?fbcl...
You can find the podcast on KZfaq as well (You should totally subscribe): / @modernmythos5229
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As an Amazon and DriveThru RPG Associate I earn from qualifying purchases from those websites.
#dnd
00:00 Intro
03:25 The Dungeon
03:59 Dungeon Types
06:34 Populating It
12:23 Social Ecology
13:14 Social Encounters
14:42 Dungeon History
16:38 Traces of Former Adventurers
17:08 Signs of Decay
18:47 Habitation Needs
21:09 Lighting
22:38 Food & Water
23.25 Architecture
27:08 Vary Room Shapes
30:31 Avoid Choke Points
33.43 Look to Real Architecture
35:43 Aesthetics
38:24 Inspiration
39:41 Closing

Пікірлер: 446
@RipOffProductionsLLC
@RipOffProductionsLLC Жыл бұрын
"But what do they eat" is one of those key questions from writing advice that game masters/developers can learn a lot from.
@loke6664
@loke6664 Жыл бұрын
Yep, if you can't figure that out it might be best to go for undeads or golems as your theme. I have done that a few times when I first designed the something cool but when looking on it, I just couldn't see how something could survive in there. Skeletons does not eat after all. :)
@LadyLunarSatine
@LadyLunarSatine Жыл бұрын
"how are fires put out?" and "where does the trash go?" are also important
@loke6664
@loke6664 Жыл бұрын
@@LadyLunarSatine Well, not with goblins, they eat trash.... But we all heard the story about the DM who put a globe of annihilation down a hole and TPKed his entire party with it. I am more worried where the smoke go then how they put out fires if they use fires in a cave or similar. I mean a bucket of water puts out the fire fine but have they constructed a chimney for a cave? Anyways, a trash room is always nice, you can put in a gleaming trinket and the players will crawl through all the trash, smelling like (insert disgusting thing here) when they roll for spot hidden. "Wow, a ring worth 20 gold" and the entire party wont be let into town until they bathed in the cold river. ;) I might be slightly evil.
@The_Custos
@The_Custos Жыл бұрын
🍄 🍻 🍯 🐶
@elfbait3774
@elfbait3774 Жыл бұрын
I thought I was the only person who knew about "Kingdom of the Dwarves". That books forever informed the depictions of dwarves in my campaigns.
@SSkorkowsky
@SSkorkowsky Жыл бұрын
There was that and one other, I believe, that REALLY dove deep into the details and had lots of cool pictures. It wasn't until I started organizing my notes for the video that it even occurred to me just how many dwarven towns and cities I've done over the years.
@elfbait3774
@elfbait3774 Жыл бұрын
@@foo3234 it is not a D&D book
@yapper58
@yapper58 Жыл бұрын
Really great book from my college years.
@gbgamer9474
@gbgamer9474 Жыл бұрын
I know it'd be more for the second part, but I remember playing a session in 2300 where we boarded an abandoned ship from an alien species. The airlock into the ship was kinda trapped by design. Due to how they saw colors, red was their color for safe and green was the danger color. So as we approached the airlock it was pressurized, but looked safe to open. It was just a small detail that helped to show the former owners were different from us.
@morganrobinson8042
@morganrobinson8042 Жыл бұрын
Now that is good stuff. It reinforces the alien mindset of the designers and undermines any sense of familiarity while serving as a nice (ha) opener to knock the rust off the group and get them to either focus or freak out. That is elegant design.
@michaelramon2411
@michaelramon2411 Жыл бұрын
I run an ancient aliens Pathfinder campaign, and one of the aliens has red as the "good" color and yellow as the "bad" one. Similar effects. Any little weird thing like that can give the players a sense of, well, alienness.
@TheMalfestor
@TheMalfestor Жыл бұрын
That's just mean. But great! But I'm red / green colorblind so... Haha
@jasonweible2834
@jasonweible2834 Жыл бұрын
A trick so great they included it in Dr. Strange, Multiverse of Madness. 😃 You were a visionary
@sy4380
@sy4380 Жыл бұрын
The last time I played 2300AD was by GDW.
@Arcanyum
@Arcanyum Жыл бұрын
Seth I would like to say that I will be trying my hand as a keeper for the haunting this Saturday. I'm very exited and thank you for introducing me to Call you Cthulhu
@SSkorkowsky
@SSkorkowsky Жыл бұрын
Best of luck with the game. I hope you all enjoy it is much as we have.
@toddtaylor4649
@toddtaylor4649 Жыл бұрын
Good luck mate. You can do this!!! Have a blast !!!!
@theq6797
@theq6797 Жыл бұрын
Good luck. It is a great game.
@craftsmenMC
@craftsmenMC Жыл бұрын
Have a ton of fun!!!
@Arcanyum
@Arcanyum Жыл бұрын
Thanks guys
@adrianwebster6923
@adrianwebster6923 Жыл бұрын
Secret doors are the best. I have very fond memories of a private school I attended that was in an old mansion that had a hidden staircase. It opened to a closet on the upper floor. Old houses sometimes have servant's quarters/wings that might be a bit concealed to allow unobtrusive movement.
@otakuofmine
@otakuofmine Жыл бұрын
good point!
@RomanvonUngernSternbergnrmfvus
@RomanvonUngernSternbergnrmfvus Жыл бұрын
They also had things like doors that just lead to outside or a sudden drop inside or outside for people trying to steal from them to fall down, Iam not kidding and didn’t believe it till I saw it personally. I saw still working ones and sealed one. Went to a very old Catholic school that had a house for nuns to live in next to it, there was a under ground tunnel system with a pit that lead to who knows where and ways to get into the walls and fake roof and so much I didn’t even get a real look at. To top it off the old nuns house supposedly had a sister decided to “hang out” about 80-100 years prior to my time there. There was also a fallout shelter that connected to the public school next door and some of the houses had those and escape routes built into them. If anyone gets a chance to check out old plantation houses in the south, some still have servant quarters and all the rest still they are not only educational but this weird hybrid of industry and a place people really lived their lives in and such a departure from todays way of life that they can give map makers a great perspective on things. Old buildings are cool :D
@jamesblount3143
@jamesblount3143 Жыл бұрын
I can't help but click when you post because you have gotten me back into table top RPGs. My kids know DnD because of you, keep up the great work.
@MrCafitzgerald
@MrCafitzgerald Жыл бұрын
@15:15 When Seth was describing reuse of the giant bronze doors, I saw one door suspended over a fire and used as a giant hibachi grill. Kobolds loudly running around prepping meals and delivering provisions in and out of the chamber.
@vertigq5126
@vertigq5126 Жыл бұрын
😂 might have to steal that, it’s awesome! God bless you :)
@Bluecho4
@Bluecho4 Жыл бұрын
Fantastic
@grzegorzmajewski.
@grzegorzmajewski. Жыл бұрын
Won't work. Bronze has a low melting point. Way to low to be held over fire and keep shape.
@LadyLunarSatine
@LadyLunarSatine Жыл бұрын
@@grzegorzmajewski. magic bronze then.
@rdmrdm2659
@rdmrdm2659 Жыл бұрын
@@grzegorzmajewski. there isn’t just one ‘bronze’ there are different alloys with differing melt characteristics. So in a fantasy campaign there could easily be a bronze alloy with some alternative elements added with a higher melt and deformation point? I wouldn’t let something so prosaic as the melting point of bronze Eliminate a cool scene if there is any way around it.
@steviebrd1065
@steviebrd1065 Жыл бұрын
That shot of the 2nd edition catacombs guide brought back a sudden flush of memories for me. I gave TSR a LOT of my money back in the day... well my parent's money.
@catherinehiley3274
@catherinehiley3274 Жыл бұрын
That’s the beauty of rpgs once you’ve got the basics and you’ve no money it forces you to be more creative or become a better shoplifter
@Brandon_Watson
@Brandon_Watson Жыл бұрын
One of the things I enjoy doing when I forget and make a secret door essential to a dungeon is to have the characters catch a denizen using that door we're going down what appears to be a dead end Passage
@dutch6857
@dutch6857 Жыл бұрын
With the room checklist at 34:48 I was very much expecting to see Seth list latrines. Clown nursery was a complete surprise
@grindsaur
@grindsaur Жыл бұрын
Yeah, that was a nice little Easter Egg :)
@otakuofmine
@otakuofmine Жыл бұрын
@@grindsaur oh, what does it reference? went over my head
@grindsaur
@grindsaur Жыл бұрын
@@otakuofmine I don't think it was a reference to anything particular - but it was a fun little gem for the observant viewers.
@jamesaskins9547
@jamesaskins9547 Жыл бұрын
Solid gold as always. Over the last couple years I've been running a campaign centred arround a knightly order that hid the parts of a powerful magical device in effectively "Dungeon Safes". First defence was no one knew they existed, but if you can locate them, then you have to find a way in, and through to the vault. Had a great time working out linear dungeons with traps and bad guys who could be there through a long time, so elementals, automatons, undead, that sort of thing, but also making the challenges simple to bypass if you know how, but deadly if not, so the Knights could get through to the vault, but intruders would likely die trying. Players have had a blast, and I had great fun designing them too!
@Colouroutofspace4
@Colouroutofspace4 Жыл бұрын
I am currently running the pathinder 2e adventure path Abomination Vaults. One of the main features is an indestructible lighthouse artifact that extends down through all 9 underground levels above a shrine to an outer god. When the players find that circular room it gives them a refrence point for whete they are in this place.
@danitenotes
@danitenotes Жыл бұрын
Abomination Vaults is SO GOOD!! The only mega dungeon that I find intriguing all the way through!
@jeluenhayo2410
@jeluenhayo2410 Жыл бұрын
Here's a like and a comment for the algorythm. Also thanks for the quality content, Seth, you're the man. Also the ork and the demon and the cthulhu god - everything GM has to be :D
@richmcgee434
@richmcgee434 Жыл бұрын
35:53 Honest, I played in a game back in the 80s where the DM described the dungeon as being made of cyclopean masonry and one of the other players (never having heard the term, which I admit is idiomatic) asked what he meant. The DM responded, absolutely deadpan, by telling him that every single giant block of stone had a single staring eye carved on it. Rest of the table broke up laughing, leaving the guy who'd asked totally confused until we explained the joke. On the rare occasions we get together to game these days we've all been working those stones into things, been going on for decades now - even the guy whose question started the gag.
@AlastorsNight
@AlastorsNight Жыл бұрын
"Marty, you aren't thinking 4th dimensionally!" is what I heard when Seth was talking about needing to think in 3 dimensions when it comes to planning your room layouts lol.
@jamesverhoff1899
@jamesverhoff1899 Жыл бұрын
On the topic of secret doors, the question is why have a secret door in the first place? In real construction secret doors served one of two purposes. The most common was that residents of manors didn't want to see servants--the secret doors were a system by which servants could fulfill their roles without being seen. Second, quick escape. You wanted a way out (either of the structure or of rooms) that your enemies weren't aware of. Either way they weren't random, they served a purpose. This can help determine secret door placement. If you're in a "dungeon" that was once intended as a residence, you could have secret doors to various high-status rooms in tucked-away areas allowing easy access if you can identify them. If it's meant as a more sinister location having means of escape can be justified--the people building it wanted to have a way out in case things went wrong.
@baumbard
@baumbard Жыл бұрын
In case anyone hadn't come across it yet, I'd also recommend the book "Image of the City". It's a short urban planning study/survey, and how people's spatial mental map building-blocks are paths, edges, districts, nodes, and landmarks.
@CMDR.Gonzo.von.Richthofen
@CMDR.Gonzo.von.Richthofen Жыл бұрын
Clown nursery! Of course! That's why my dungeons suck-because I always forget to put in a clown nursery! Thanks, Seth!
@SixWingZombi
@SixWingZombi Жыл бұрын
A few years ago my sisters got me a book called "The Monsters Know What They're Doing" by Keith Ammann. Great book with great ideas on how encounters with different monsters might work in a dungeon or which dungeon types work with which monsters in which ways. Highly recommended.
@BPR_Jon
@BPR_Jon Жыл бұрын
It’s a great day when a long form Seth video is upload
@williamshafer1996
@williamshafer1996 Жыл бұрын
I would have given anything to have been your friend in high-school and college. You seem like you would've been the best dm. Me and my brother grew up on a farm, and he led me through many dungeons as a child, most of which he made up as we went. He had a wonderful imagination, just like you. Thanks for doing what you do.
@RockOfLions
@RockOfLions Жыл бұрын
In designing a structure/dungeon, I like to consider how the denizens travel through it. Sure, it may be "neat" to have hidden, locked or trapped doors every other room but imagine how it would feel if there was a band of bandits spending their days there. Before a week was out they would start propping the doors open and disarming the traps rather than spend 20 minutes getting from the commissary to the lavatory. Think of a security building... it has secure locks at the entrances and between floors and at offices, sensitive rooms and labs but the rest of any given floor is generally open access.
@Syaniiti
@Syaniiti Жыл бұрын
I'm currently playing Shadowrun and in that it's really important to know that in the corporate bugdet useability, looks and even Fengshui come before security. And that a security device should not damage the building because buildings are expensive.
@SorryBones
@SorryBones Жыл бұрын
I always did forget about the clown nurseries, thanks for the tip!! 🙏
@richmcgee434
@richmcgee434 Жыл бұрын
30:20 Y'know, I kind of like the idea of a dungeon where some or all of the 3D features make no sense once the PCs have seen enough of the dungeon. If it leads them to go back and poke at them to try to figure out what's going on - well, that's when they find the space-warped areas the dungeon builder created for this place and all the interesting stuff inside them. I had one dungeon back in the 70s where one of the hallways gradually got smaller as you walked north along it, shrinking you as you moved so it wasn't obvious, with a whole dead-end complex of teeny, tiny rooms at the end of it. When you eventually left the place going south embiggened you to normal, but you'd eventually wind up on the far side of the whole setup and your map would make it look like the tiny complex couldn't possibly have been where the map says it is.
@dutch6857
@dutch6857 Жыл бұрын
Not the same, but how about a dungeon where some of the features make no sense by design, a' la the Winchester Mystery House. Doors to empty air, staircases that just end, not by some grand design but because the builder was barking mad.
@jiggler1-1
@jiggler1-1 Жыл бұрын
Seth! Thank you for all you do. Probably one of my favorite KZfaqrs - thank you very much for your traveller series; by a long shot, it's the best explanation of traveller rules on YT!
@danacoleman4007
@danacoleman4007 Жыл бұрын
Probably?
@TheTkhhwilliams
@TheTkhhwilliams 3 ай бұрын
Agreed! Watching the Traveller videos were the reason I bought the game. Such a great system
@Lock3n
@Lock3n Жыл бұрын
No other channel has been so responsible in shaping me into the dm I am today, thank you Seth for your wealth of knowledge. Keep on keepin’ on!
@Blackmuseops
@Blackmuseops Жыл бұрын
I agree. Even when Seth is talking about stuff I do all the time he always has a hidden gem (or 6) about the theory behind it. This video being an excellent example
@TheTkhhwilliams
@TheTkhhwilliams 3 ай бұрын
Same. Seth and DungeonCraft are the reason I've started running games at conventions.
@frankmueller2781
@frankmueller2781 Жыл бұрын
I've drawn a lot of dungeons since 1977, and learned much of what you covered, yet still picked up some good points from your video. Thanks Seth.
@p1r8z0r
@p1r8z0r Жыл бұрын
In regards to habitation needs, N1 Against the Cult of the Reptile God has animated zombies that operate a pump to keep the swamp-based dungeon from flooding.
@grindsaur
@grindsaur Жыл бұрын
I had a pair of skeletons watching a pond with small amphibians on the inlet side of one complex’ water supply. If the critters went belly-up one skeleton was to pull a lever shunting the stream off to a drain, and the other one was to go sound an alarm.
@danielcarrasco5251
@danielcarrasco5251 Жыл бұрын
Thanks, Seth. I literally just saw a video where you said you're a badass dungeon designer. I think it was the first episode of the Modern Mythos podcast. I may be wrong. But I'm really looking forward to seeing this all play out. I love all your videos and I'm excited to read your books
@probablypragmatic6893
@probablypragmatic6893 Жыл бұрын
I'm about to build a big temple dungeon, thus couldn't have come at a better time. Excellent advice, especially with the "make sure things that live here could actually live here" type advice.
@Bluecho4
@Bluecho4 Жыл бұрын
I always make sure to include storage, sleeping quarters, and latrines into every dungeon I make. At least the ones that were once or currently meant to be inhabited. They create verisimilitude, provide places for PCs to hide or obtain equipment, and they fill up dungeon space. If there's a conspicuously vacant patch in the dungeon map between rooms, stick a latrine in there.
@tigercrush2253
@tigercrush2253 Жыл бұрын
My favorite dungeon concept I ever ran was when my players were following clues to learn about a warlord who had campaigned across the world centuries before. They found a small island where a tribe, knowing the warlord was coming, built an underground bunker full of traps and choke points to try to hold him off. When he arrived and saw how dug in they were, he collapsed the entrance and simply waited for them to starve to death. So the players were left to push through all the traps and vengeful spirits of dead warriors left behind, but the whole thing had an air that, this tribe was full of brave men who were denied the final stand they deserved, so fighting them was less about killing spooky undead and more about giving honor back to people who had theirs stolen. Once the party had learned the stories of the people there, the entire structure let out a final gasp, like it had been holding itself up until someone came and set right the things that had happened there, and it crumbled around them. After they escaped, they looked back and realized that any trace of the civilization was gone forever and vowed to keep the tribe alive in their memories. It was a fun, exciting adventure but also had an emotional core that is often lacking from fight-y trap-y dungeon runs.
@ericjome7284
@ericjome7284 Жыл бұрын
Temporary walls or obstructions made of trash; barriers or choke points created by collapses. Natural threats and dangers like flooding, collapsing cielings, cold or high winds. Pathways with features like very steep stairs, slippery ramps, or one way trips due to spikes like a car park. It's fun to bring the environment to life. :)
@blakea3323
@blakea3323 10 ай бұрын
There's so much inspiration in this video alone, it feels more like a worldbuilding video than a dungeon video.
@sindarpeacheyeisacommie8688
@sindarpeacheyeisacommie8688 Жыл бұрын
Resources for ideas: ancient Egyptian tomb complexes, De Re Metallica by Agricola (illustrated treatise on mining from 16th century,) The Pyrotechnia by Vannoccio Birunguccio; also, salt mines from the mountains around Salzburg.
@michaelkaminski6010
@michaelkaminski6010 Жыл бұрын
Never have I ever thought a random book I picked up at a second hand store would be mentioned by a creator I've watched for years!
@SeattleJeffin
@SeattleJeffin Жыл бұрын
"Clown Nursery"??? Officially the creepiest dungeon room ever.
@clericofchaos1
@clericofchaos1 Жыл бұрын
I usually just go with whatever feels fun. Like Krampus' castle, which my players will going through later this month as they fight to save Christams.
@kylkim93
@kylkim93 Жыл бұрын
I always felt that Arx Fatalis was a great introduction to dungeon design by presenting a whole open world withing a network of tunnels and dungeons. Where ever there's an outpost, there's a few hints at the ecology of the place, though in a very small scale. Playing it at several points of my life did wonders for my imagination when coming up with dungeons in TTRPG:s. And sure, I'm aware Ultima Underworld already introduced many of the stuff Arx did, but this was my foray into the genre.
@Colouroutofspace4
@Colouroutofspace4 Жыл бұрын
Speaking of social ecology one of my favorite dungeons, Return to White Plume Mountain, puts a whole ecology in white plume mountaun like the aftermath of the first adventurers wrecking things.
@nobodyreally834
@nobodyreally834 Жыл бұрын
Back in 3rd edition D&D, I bought the Stronghold Builder's Guidebook. It was more of a supplement that had rules for PCs to buy and build their own stronghold. The book was a game changer for me. I was making all of the dungeon mistakes Seth talked about, not thinking 3 dimensionally with my dungeon design and not thinking logically about the dungeon layout. The Stronghold Builder's Guidebook really opened my eyes to the fact that strongholds and dungeons populated by humanoids should have enough rooms and beds for them all to sleep in and what not. My mind was just stuck in this sort of video game mentality where I mostly made linear dungeons with no thinking behind them.
@zerotheory941
@zerotheory941 Жыл бұрын
Wow... a Seth masterpiece.
@1lpanddbz
@1lpanddbz Жыл бұрын
YESSSSSS!!!! I’ve wanted this video forever!!
@LoneEagle2061
@LoneEagle2061 Жыл бұрын
A lot of good points made; two of which I would single out for particular attention… Leave space for empty space. Not only might that include storage rooms which could provide the PCs with a reasonably secure place to camp; but it should also mean bypasses, particularly if there are “puzzle” elements to the layout (not just puzzle rooms). I recently acquired the first adventure of the Dungeon magazine Scales of War campaign, which makes a big thing of the “puzzle” of finding all of the hostages - except they’re all basically out in the open in spaces the party have to transit through anyway… low traffic routes to these locations, where the players could sneak around recovering the hostages (even only some of them) would have added a lot to the game and made talking to the hostages far more valuable. Telegraph information somehow; if there’s a kissing maiden trap ahead then describe the weird stains on the walls, a rock fall trap? Cracked flagstones and so forth… don’t make the players search for traps in every square of your dungeon; don’t make them search every wall for secret doors… because if you don’t offer them some hints, they are quite capable of going back to basics and tapping everything with a ten foot pole - you won’t enjoy it, they won’t enjoy it and everyone will get frustrated. How you telegraph the information is up to you; if the secondary treasure chamber is behind the secret door then perhaps you keep it very subtle and behind a roll (or passive perception) and some Last Crusade style billowing cobwebs are all you give them, a hint that there’s something to search for. If the boss’s chambers and an insight into the story is the prize then maybe one of the fire-dogs is more worn and polished than the other. If half the dungeon is locked up behind it then perhaps grooves worn into the floor where ropes have been used over and over again, an anchor point in a nearby wall, almost everything short of a neon sign… Of course if you and your players are trying to recapture the days of ten foot poles then ignore all that - if they walk into a kissing maiden in that sort of game then it’s on them.
@russelljacob7955
@russelljacob7955 Жыл бұрын
Funhouse dungeons! I once made a monster mash just for a laugh, but to also fit a story. It was an overgrown villa located in a tropical caldera. A normal villa, but inside was a strange array of creatures. Giant scorpion that was too big for the door to the room. Wild beasts. Animated Candlesticks even. All very confusing to the party. It was funhouse because I did just randomly select everything... as experiments being done by a sorcerer who was hiding out there.
@dmeep
@dmeep Жыл бұрын
this was food for thought i must say, your videos usually are
@sindarpeacheyeisacommie8688
@sindarpeacheyeisacommie8688 Жыл бұрын
Underground, water flowing through the earth accumulates. Getting rid of or controlling that water is a big part mining engineering. Flooded tunnels offer HUGE opportunities for underwater adventures. Uncorking backed up drain systems could be the key to wiping out powerful enemies, and weather above ground can impact game play as rainwater seeps through the rock/earth to inundate those below
@torenatkinson1986
@torenatkinson1986 Жыл бұрын
34:53 Clown Nursery - what do I win?
@kythian
@kythian Жыл бұрын
24-part series! GO! 😁
@markpowell5228
@markpowell5228 Жыл бұрын
Fantastic work, Seth! These "common sense" construction foci always seemed important to me, but I also thought I was being too nerdy & detail-obsessed. Thanks for the validation, friend! Dungeons have to make some kinda sense.
@StabYourBrain
@StabYourBrain Жыл бұрын
In case of DnD i find it sometimes challenging to populate a dungeon with thematically fitting monsters that are all in the same difficulty/challenge range. For example, there are loads and loads of different undead monsters in the monster manual, which makes it rather easy to populate a crypt or tomb or something like that and they can very easily brought together as they're just a bunch of dead people with different flavor. But there are a lot less Celestial monsters that all fit well together thematically AND provide the same amount of challenge without rewriting or changing up the statblocks for them. So yes, i agree that this is often times the most important but also most difficult part in designing a coherrent and believable dungeon.
@jasonweible2834
@jasonweible2834 Жыл бұрын
Very well done sir! Well done! I love the part of the old Catacombs guide where it talks about constructing an example castle complete with events. After an event floods the land one stone giant looks to his son and says " and that's why you don't build a castle in a swamp!" For some reason, that just captured my imagination and made the whole thing feel like a real story.
@78Mathius
@78Mathius Жыл бұрын
Useful questions. What is the source of fresh air? What is the source of fresh water? What is the source of fresh food? What is the source of illumination? How much of the above do they have in storage? Where does each creature sleep? What does each creature do during the day?
@vanessaeve925
@vanessaeve925 Жыл бұрын
Your guidelines for creating a dungeon are the same as mine. If there is an encounter in a dungeon, there needs to be a reason why it's there. I did a Mummy’s Tomb dungeon for a 5e one-shot, heavily based on actual Egyptian tombs. Most *living* monsters wouldn't work - this tomb had just been discovered, nothing inside should be able to survive. However, my solution was the inspiration from the Egyptians mummifying animals, including big cats. So I took the stats for a cheetah and templated it to be Mummified. So when two large Mummified Cheetahs appeared after being awoken by a trap, my players were caught off-guard. They loved it because it was a monster that they had *never* encountered before, and it presented a good challenge for them. It was also incredibly on theme AND there was a reason for them to be there.
@DnDandVideoGames
@DnDandVideoGames Жыл бұрын
Man you are doing so many videos recently. Holy cow!
@richmcgee434
@richmcgee434 Жыл бұрын
Is he really? Seems like it's been about two-three per month like it has been for ages now. He's pretty steady really, usually something drops every 10-15 days, once in a while a bit longer. It's one of the things I like about his channel - reliable output but it never feels forced to me. With some creators you can really tell when they're just meeting a deadline, even if it's a personally imposed one.
@azraelle6232
@azraelle6232 Жыл бұрын
Another little detail to remember: underground chambers will most likely have arched or vaulted ceilings because it's more architecturally sound in supporting the literal tons of earth and rock above them. Flat ceilings are more prone to cave-ins (unless they're properly supported, of course).
@Erik-ic4fw
@Erik-ic4fw Жыл бұрын
As a DM who's been running games and Doodling dungeons for a couple decades, I learned a ton! What a great video!
@Matt42MSG
@Matt42MSG Жыл бұрын
I'm impressed not only that you have so much to say, but that you bothered to 'illustrate' so much of your video with examples. Finding images and splicing them in really adds a great deal to your vids, as opposed to just being a talking head. Kudos.
@echedp8903
@echedp8903 Жыл бұрын
This video gave me such a cool idea. A dungeon where when the heroes are exploring it the entrance caves in, thus blocking out the only source of incoming air. The players have to play against the dungeon but also the clock because if they don't find a way out of the dungeon fast enough they suffocate.
@mr.pavone9719
@mr.pavone9719 Жыл бұрын
18:15 OOOH! Maybe that "open pit" underwater is actually a shaft to a lower level! It acts as a trap AND an egress to another area. I know I've seen that in some old school module but it's a great possibility.. This is a great video and I'm looking forward to part 2. I had created a campaign where the PCs were adventurers in a "new world" expedition. A sage/cartographer hired them, among other parties, to help survey a valley. It started with an overworld hike where they simply had to get to peaks on the mountains and map what they found on the way. They'd start discovering small caves with pueblo style dwellings, but some had entrances to the underground. Long story short, the PCs eventually find out the entire mountain range is actually an enormous space ark that landed here millennia ago, which explained the bizarre monsters and led to the discovery of old "magic" technology.
@robertsalvia4406
@robertsalvia4406 Жыл бұрын
12 Hours ago, I didn't need this. After watching the video, I needed this!
@GryphonDes
@GryphonDes Жыл бұрын
Clear and concise, with great information and suggestions! Looking fwd. to part 2 already!
@MonsieurBooyah
@MonsieurBooyah Жыл бұрын
nice, my easy click of the day. seth doing excellent seth things.
@loke6664
@loke6664 Жыл бұрын
I usually start by figuring out the original purpose of the dungeon and then what happened since if anything. Sometimes I am a bit inspired by real places, like the Catacombs under Paris or the tomb of King Tut, that way I can be inspired by real floorplans and photographs (makes good handouts, we all love those). Once that is done I sketch out a very basic idea and then I finalize the build in either my Dvarven forged tiles or tiles (I use either tiles from Descent or Shadows of Brimstone, or sometimes I find some online and print them out), it depends a bit on the aesthetics I am going for. If there is less then 10 rooms I usually use Dwarven forged but for the massive multi layered dungeon it isn't worth the work of setting it up and putting all the tiles back after the game. I sometimes mix it up and have a couple of important rooms in full 3D (I could also add a single unimportant room in 3D just to mess with the players, but I rarely do that since if overused it loses it's impact). I tend to make a lot of changes during that last stage since when I actually puzzle out the entire thing I can what looks good and what might look good on paper but wont look as great when the players will see it. It might also run into some tiles that just look too good with the other stuff not to use. The 3D tiles do add a lot, like when the players can see that suddenly a room or corridor is a natural cave in an otherwise built dungeon, you know, show don't tell. Okay, I might have a bit of too much junk so my process might be depending a bit on that (hey, all that stuff was expensive, I bloody well is going to use it). I also really like visual aides while others might be more of the "theater of the mind" types. What I pick also depends a bit on where we are playing, if we are playing at my house I can spend a long time setting up everything before the game, if we play somewhere else I can't exactly spend hours building a perfect dungeon so then I either use very basic Descent tiles or I print out each room and corridors on my color laser printer. Drivethrough RPG have some nice tiles cheap, others can just be find free on the net and a little Microsoft paint can be used to edit and puzzle things out (including shrinking everything for the DM map). Of course it all depends on your own style, my dungeons is usually more focused on puzzles and traps the players need to figure out, if it is just monster encounters I rarely use 3D tiles like for a goblin lair or something like that. I do enjoy seeing the look on a new players face when they see a full 3D dungeon though, but remember to either cover up what they can't see yet (some cloth or cardboard does the work nicely, back cloth is a bonus) or to set each room or smaller sections on a magnetized board so you can bring out each new areas to reveal to the players as they discover it, it just makes things way more exciting then if you show them the entire map at the start, With Descent times or printed rooms I just have them sorted in a way so I quickly can set them up during play, don't let the players wait longer then a minute, preferably less then 30 seconds so the action keeps going. Anyways, that is my process but I think each game master have their own way of doing things and that is kinda the charm with RPGs. It is always worth to check out how other GMs do things but find your own style that works best for you and your players. Also, I don't play super often which allows me far more prep time then someone playing 2 sessions (or more) each week. If you want something super complex and don't have the time it might be a good idea to not use dungeons too often, mix in pre made modules or run another game with less preparation time by the side.
@sindarpeacheyeisacommie8688
@sindarpeacheyeisacommie8688 Жыл бұрын
A dungeon is the story. Build the dungeon to tell the story. Build it in the same way one builds the story.
@scullystie4389
@scullystie4389 Жыл бұрын
One of the reasons I love using Dungeondraft for this sort of thing is because it makes thinking vertically easier for me. I can overlay two floors to make sure the rooms fit into a scheme logically.
@originaluddite
@originaluddite Жыл бұрын
I like the idea of traps that no longer work, because why would they operate perfectly in an uninhabited setting after centuries, but they can still serve as a nice moment of false alarm for the characters.
@ismirdochegal4804
@ismirdochegal4804 Жыл бұрын
For the Layout, I use random Generators to get Quantity fast, then rearange the tiles to make sense as a whole. This way I get a dungeon fast AND consistent.
@samwhary5498
@samwhary5498 Жыл бұрын
My first dungeon was a cave with 5 rooms, 1 hidden room and one cliff that could be scaled inside. It was partially natural and partially made by magic, so the entrance and 3 of the chambers were natural and served the necromancer in the cave in ways that were convenient, like putting the failed experiments in one big chamber to wander around and ward off intruders, a smaller chamber to throw bodies and parts that hadn't animated properly which had rot grubs in among the rotting meat, or the final chamber of the natural cave which had a second passage carved into the back, leading to the first artificial chamber, which was the lab and boss chamber. The final one was a smaller sleeping quarter hidden by an illusionary terrain orb, which housed the preserved body of his dead love. She.. didn't love him back but.. he was still trying to bring her back
@gothmissstress
@gothmissstress Жыл бұрын
Thank you, Seth. A very, very useful video and just on time, too. May i ask if you're planning to do the similar series/video about the world building?
@AlphaOmegaCreations
@AlphaOmegaCreations Жыл бұрын
The infravision-based mosaic would also make a great puzzle where the players would have to line up different sections based on the heat each material gives off.
@AzraelThanatos
@AzraelThanatos Жыл бұрын
That's something that sounds cool, but isn't something to use for random groups or trying a generally published story unless you also add alternatives to accessing it. It also varies depending upon the edition in how it works... But it does remind me of the customized paint job that Ooryl used for his X-Wing in the Bacta War, for most species it just looked that color of glow in the dark stuff with the greenish yellow off white, if you could see ultra-violet, however, it looked neat.
@2ero2nin3
@2ero2nin3 Жыл бұрын
Please, i beg you, make em as loooong as possible! I just cant enough 🥰
@delnagasktruman7241
@delnagasktruman7241 Жыл бұрын
Clown nursery. I immediately thought of a nursing room for clowns. Lol
@Ephsy
@Ephsy Жыл бұрын
Room list: One of them is not like the others. Clown Nursery, it's the Clown Nursery.
@trioofone8911
@trioofone8911 Жыл бұрын
Great video. Glad there's another coming up
@kalleendo7577
@kalleendo7577 Жыл бұрын
Awesome!
@Kevlar-78
@Kevlar-78 Жыл бұрын
Always good to see the contents !!! Cheers !
@wolfyblackknight8321
@wolfyblackknight8321 Жыл бұрын
just something I thought I'd point out since it also came up on evil overlord list item 62. "I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight." you can still put the alcoves on the sides for style as the original creators of the location might not of been concerned with this problem, but the new inhabitants if they are more combat minded might have piled up some odds and ends on the ones furthest from any guard stations the idea being you'd have to go towards them out in the open, and by the time an intruder got into cover they would have moved into cover themselves and probably gotten a few ranged attacks off or by the time the intruder gets into cover the local guards are close enough to just engage in close combat making the cover less useful.
@TheMalfestor
@TheMalfestor Жыл бұрын
Thank you being my favorite RPG content creator. Love the books also. Looking forward to the next part in the series.
@jameskerr3258
@jameskerr3258 Жыл бұрын
I've been playing RPGs since 1979...and still found this not just entertaining but informative as well!
@paulcoy9060
@paulcoy9060 Жыл бұрын
33:45 Damn, there's so many rooms there, I'm getting "Undermountain" flashbacks. AD&D style.
@TheeAugustCaesar
@TheeAugustCaesar Жыл бұрын
Did a dungeon dive one shot for thanksgiving. Really wish this was out while I was working on it haha! Great job as always seth! Keep it up!
@SquirrelGamez
@SquirrelGamez Жыл бұрын
Can't wait for Part 2!
@aliciaantoniadis9100
@aliciaantoniadis9100 Жыл бұрын
Thank you so much Seth! I loved it. I have thought many times about these things, the realism, air-shafts and pulley driven elevators, and sometimes my players appreciated it. Sincerely, Alicia from Sweden
@stevearkham4827
@stevearkham4827 Жыл бұрын
Well done Seth! You are an amazing fountain of fun and useful ideas! Looking forward to part 2
@cameronjohnson4936
@cameronjohnson4936 Жыл бұрын
Honestly great stuff and super well organised. Looking forward to part 2
@iunojones683
@iunojones683 Жыл бұрын
Another amazing video! Great content!
@jesternario
@jesternario 6 ай бұрын
I used that map you gave us. Particularly the multi-level version with the balcony and secret door. Players enjoyed the adventure.
@dwarvesanddragons6948
@dwarvesanddragons6948 Жыл бұрын
This video is just gold, cant wait to see more
@dmchuck9064
@dmchuck9064 Жыл бұрын
Clown Nursery. I now have a theme for my next dungeon.
@christiankrueger8048
@christiankrueger8048 Жыл бұрын
Thank you!
@thepants1450
@thepants1450 Жыл бұрын
Congrats on the 100k Seth! You deserve it!!
@Gondorf5
@Gondorf5 Жыл бұрын
Half of this video (which I enjoy) is Seth spoiling The Tomb of Horrors without saying he’s spoiling the Tomb of Horrors. Having been caught by the pit trap’s secret door myself, I am all for this passive aggression.
@markfarnsworth3340
@markfarnsworth3340 Жыл бұрын
This is a really great video and very inspiring. So much content to absorb I’ll probably listen to it two or three more times. Thanks, Seth!
@ClownKenny
@ClownKenny Жыл бұрын
Loved this video, great stuff in here
@shanelorrison5224
@shanelorrison5224 Жыл бұрын
I’m way too afraid to even try to GM a game so I’ll never need the information in this video. However, Seth is entertaining so I’m still gonna watch. ⭐️⭐️⭐️⭐️⭐️ 👍🏻 🥇
@larsdahl5528
@larsdahl5528 Жыл бұрын
Now... There is a problem in learning too much theory: The more you learn the more aware you become of even more you need to learn first! For GM-ing I will say. If you have played a few times, and thus have a vague idea of the basics of GM-ing, then do it! - Before you get to know so much that you are hampered by your knowledge.
@kiril_records
@kiril_records Жыл бұрын
Woah! Just what i needed desperately!
@jonasstenbergkarlsson6061
@jonasstenbergkarlsson6061 4 ай бұрын
Interesting! My most inspiring ecology-book was the old MERPS supplement Gundabad. It made orcs something more than simply chaff
@redknight808
@redknight808 Жыл бұрын
What a great video. Lots of great info. :D
@BanjoSick
@BanjoSick Жыл бұрын
GMing an OSR-like (Forbidden Lands) after not playing pen and paper rpgs for 15 years, this topic is right up my alley.
@nosotrosloslobosestamosreg4115
@nosotrosloslobosestamosreg4115 Жыл бұрын
A man of culture I see.
@BanjoSick
@BanjoSick Жыл бұрын
@@nosotrosloslobosestamosreg4115Of course, I read it in the original Swedish as well Slumpmöte med en Järndrake, anyone??
@nosotrosloslobosestamosreg4115
@nosotrosloslobosestamosreg4115 Жыл бұрын
@@BanjoSick Tur eeva okalotoinä pä uinat 🤣
@oldschoolfrp2326
@oldschoolfrp2326 Жыл бұрын
Good advice all around, worth the extra length, looking forward to the continuation
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