>making non-linear dungeon>one path leads to a bunch of rooms with monsters and treasure>other path leads straight to the boss roomHow do you write your dungeons, /tg/?
>>97949021>meme from 1500 BCjesus christ the new generation absolutely have nothing to offer.
>>97949021I try to think why the 'dungeon' is there and build it based on that. A wine cellar, a family crypt, a tomb, an underground dwarven fortress, a random cave system carved by water, a disused mine, a temple, a vault, etc Only then do I populate it, modifiying it slightly to match the desires of the past and current occupants.
>>97949021My dice write my dungeons.
>>97949089NOOOO YOU CAN'T REPOST AN IMAGE THAT'S JUST A COUPLE YEARS OLD!!!!
>>97949021I mostly use ad&d appendix a and use od&d to populate. Then find justifications for the nonsense later. If players find a random dungeon then I just wing based on feel and whatever random encounter tables give me.
>>97949147Most based take. I usually think about what made the dungeon, in a sentence or 2. Then keep that in mind while I draw. To an extent. The most important time to keep it in mind is when you're stocking and describing the dungeon. Dark elves made beastmen. So in a minatours lair there are some dark elf artifacts.
>>97951164>dark elf artifacts>it's all BDSM gear
>>97949021Best tip is to work backwards from the biggest goal of the dungeon. A hoard of treasure? okay, so that is probably trapped, maybe hidden as well, coin flip which order those might come in. Makes more sense for the traps to come first, they lead to an "empty room" which is a good way to hint to players. Roll on some tables to get some monsters, if this monster is in this room, what might they be doing, goblins in this room, maybe this is the barracks, and adjacent should be a cooking area, probably somewhere near the entrance so they can bring food back. There, that's your dungeon.
>>97949021>Boss room requires a special item or keyEvery time.
>>97949021>come up with a cool enough idea>fail to draw the dungeon>use a method of procedural generation>fail to stock the 50 or so chambers on floor 1 before going completely dry on ideas>despairI like those big old school dungeons but I don't know how to stock a good one. How do you manage to fill out those things?