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The Dungeoneers (A D&D Minisetting)
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==Dungeon Creation== As a gamemaster creates a dungeon for the group to explore, they should remember a few things. But these things could most likely be summed up as “Create interesting and dangerous dungeons for this dungeon based game.” Here they are in further detail. '''1. Random Dungeons''' Firstly, resist the temptation to create random dungeons. I know it seems in keeping with the spirit of the minisetting, but it often creates very boring dungeons. Since this game is going to be about exploring dungeons, you need them to be interesting. '''2. Interesting Environments''' This brings me to my next point, interesting environments create interesting adventures. Dungeons can harbor almost any kind of terrain; use this to your advantage as a gamemaster. You could have the entire dungeon laid out along an underground stream. Or you could map the dungeon vertically like an anthill and have the players struggle to climb up and down the deep shafts common to such installations. '''3. Plausibility''' Plausibility is something that you can stretch very far in a dungeoneers game, but be careful not to break it entirely. It’s perfectly alright to have a bunch of weird things in your dungeons, but try and explain why they are there, at least a little bit. '''4. Proper Antagonists''' Proper antagonists will make or break a dungeoneers game. Find a theme and then run with it. It doesn’t really matter how serious or comical you play this up (within reason), as long as you have a theme and stick with it. You may want to have a wacky dungeon full of disparate monsters, or you may want just a bunch of sly kobolds or just about anything. But once you have the sly kobolds, don’t just drop in a beholder without an explanation why it’s there. '''5. Size of the Dungeon''' The size of the dungeon will largely determine how long it takes to play through. This is completely up to you. I find that the smaller kinds (10-20 rooms) are more appropriate to dungeoneer adventures as they are quick to get through and retain more of a “Series of missions” feel to them. But larger dungeons have more options and feel like more of an accomplishment. Make dungeons the size you want them to be.
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