Hey /tg/, how can I learn to improve my dungeon/encounter building. My maps seem way too linear with no puzzles or interesting encounters. It's still pretty low level, but it's all door>hall>room repeat.
I've already noted to flesh out my descriptions of rooms and characters as well as give enemies distinct fighting styles, but my maps will still be boring.
Thanks in advance.
>>51397200
I have a similar issue, and although I'm not the greatest, I found something that helped me improve a lot:
Have your Dungeons follow the same layout as places you've been to, and improv the details. I have a pretty gr8 spacial memory so it works for me
>>51397298
That's a good idea. If I make one map per time I leave the house we can have a session per year.
No really good idea, I'll try to remember. What when the places I go don't seem like dungeons?
>>51397355
I mean I recently ran a party through a castle which was actually just myold highschool.
I wouldn't say most shops are suitable for Dungeons, but you could literally describe the house/apt you're holding a session in to your players. If you're subtle enough and change enough details, they shouldn't have any idea
>>51397450
I might try and do this for my campus and see if any of the players pick up on it, complete with magical lift where the elevator is.
>>51397200
>Hey /tg/, how can I learn to improve my dungeon/encounter building.
5 Room Dungeon.
Put those words into the googles.