Making great dungeons or is it making dungeons great? Either way dungeon masters since at least 1974 have been been trying to run their players through the best dungeons.
If you are running Dungeons and Dragons, great dungeons are key to your success as a dungeon master. fortunately awesome dungeons aren’t as complicated as some like to make it out. Dungeons in RPGs can be created in lovely minute detail or spun up on the fly.
No-Prep D&D Dungeons
My preferred method is the no-prep way. The origin of the dungeon? Who built it? Don’t worry about those. If you get an idea from previous sessions, run with it. Otherwise, let information and story ideas arise out of the use of random tables and player actions while they are within the dungeon.
Before we dive into what you need to create dungeons on the fly, no-prep dungeons are crucial to solo play. It’s no fun knowing what’s coming if you are playing by yourself.
What’s needed to create dungeons without preparation? Here’s a checklist.
- Loot tables – Your players will want to search every room. Keep some treasure tables close at hand. some of the best magic item tables are found in the Dungeon Masters Guide, although there are many others.
- Random tables – Mundane items are key to adding details to a dungeon to make it feel more real. Also, random tables provide story hooks that can pull the dungeon into the lives and wants of the player characters. I create random tables, but of course, they are many others available.
- Random encounters – It’s D&D so you got to fight. Have some wandering monster tables nearby to challenge your players or use an online tool. Of course, non-combat encounters are important for DMs as well.
- Dungeon maps – A map is a useful tool. Not that you are going to place minis on it or anything like that. The map is simply used as a reference so you can know where the PCs are exploring. I have created many dungeon maps and compiled books of them. There are many other resources on DriveThruRPG and you can make your own.
A Great Dungeon from No-Prep
How do you go about making a dungeon great, even one made up during the session?
- Atmosphere – Good descriptions of the dungeon help pull the players into the fiction of the dungeon. Dripping water, creeping moss, dust showering from the ceiling use your imagination.
- Challenges – Pushing players to use their imaginations and their characters’ gear and abilities keeps players focused on the game and having fun.
- Connections – Perhaps the most important thing is to connect the dungeon or items in the dungeon to the PCs or the larger history of the world. A ring rolled on a random table can bare the markings of an elf sect that raised the wizard in the party. A dagger again rolled on a random table becomes an heirloom from an ancient kingdom that the barbarian’s tribe venerates.
Published Dungeon Modules
There are myriads of complete dungeons published by Wizards of the Coast and other publishers like Green Ronin, Kobold Press, Goodman Games, and others. These dungeons are options for any dungeon master to run.
The Key to Make Published Dungeons Great?
Connections, connections, connections. Make sure that story hooks relate to the characters and engage them in the world. Use the dungeon to help characters learn or solve riddles about their past or to inspire them to set future goals.
One character emerges from the dungeon after learning the fate of their long-lost brother and another character vows to overthrow the evil king. If that happens you just ran incredible RPG sessions and your players will be clamoring for more.
Great Dungeons
Great dungeons can be planned or improvised. In either case use the dungeon to build on the characters’ backstories and their future goals, or add engaging details to the greater world. D&D provides a great framework for telling powerful stories and dungeons are the perfect vehicle. not only are dungeons super fun they can pull players and characters deeper into the game.