Search This Blog

Saturday, December 6, 2025

Tenkar’s Cavern - dungeon design

 https://www.youtube.com/watch?v=ayYBNCc-9VY

(And this has overlap https://www.youtube.com/watch?v=llvjPbJdFro)

He’s got some good stuff. Here he says 3 main things, OSR especially-

  • Loops
  • Telegraphing
  • And breathing life into the dungeon

Loops, ok… hidden passages etc. And loops in paths coming back to familiar rooms. 
  • Give a shorter but more dangerous route option, make it obvious. 
  • Longer route is ok, but torch timers. 

Telegraphing
  • Pit trap
    • Dust patterns shift
    • A faint draft rises from cracks
    • Scratched stone that hints at past victims
    • The torchlight disappears into blackness beneath the flagstone
  • Other trap
    • Scortch marks
    • Dampness
    • Dried blood or a dried corpse from before
  • Monster nearby 
    • Strange smells
    • Claw marks
    • Half eaten meals
    • A rhythmic thumping echo 
  • Treasure
    • A glint under the ruble
    • A recent footprint 
    • Soot(?) that isn’t as old as the rest . ???
Make it alive. Motion
  • Dripping water
  • Distant clanging
  • Warm or cold air currents
  • Rats bolting past in fear of something 
  • Chanting from deeper holes
Make it alive, Factions and territory
  • Factions n territory 
    • Ex, goblins avoid undead rooms. 
    • Ex a cult in lower levels. 
  • A beast that denies passage
Rooms exist in 3 states, normal, disturbed, or reacting. Example… patrols doubled bcuz party. Boss moves new area. Smoke alters navigation bcuz they made fire. 

No comments:

Post a Comment