For me, at least. But among the blogs I've read this year that seems to be the case for many others.
Emil Nilsson |
In Bite-Sized Dungeons, Marcia B. at Traverse Fantasy adapts the statistically average dungeon to OD&D, and then distills it into a 6-room dungeon experience, complete with layout, which in a perfect world would replace all references to the 5-room dungeon. While nothing about these dungeons are "mega," this is the formula I have taken to following for secret levels and monster lairs.
Phlox at Whose Measure God Could Not Take elevated Yora's already-lofty 18-room dungeon with 20-Block Dungeon Stocking, adding incisive and well-reasoned notes on crucial dungeon elements not covered by stocking procedures. The post goes above and beyond basic room stocking to articulate the actual utility and intention behind each step of the dungeon-designing process. The list of recommended dungeon features, added with the platonic dungeon block, should be recognized as a more specific and utilitarian version of the indispensable Dungeon Checklist.
Warren D. of the I Cast Light blog has been doing a sensational job getting gritty and granular on room stocking principles. EMPTY BUT NOT NOTHING: Thoughts on Actionable Empty Rooms is a quick, clear, and concise write-up on just how exactly to use "empty" rooms to contribute to the larger dungeon experience. I know there's that other guide on empty rooms, and as a resource for random tables and lists it's still great, but Warren's post packs more value word-for-word and I find it to be overall more practical.
Vile Cult of Shapes delivered a one-two punch directly to my frontal lobe with How to start adventuring and dungeon generator, two posts that explain both writing a campaign from zero and also just the entire creative process in uncomplicated terms. No, I haven't actually followed the procedures, and no, I didn't need a blog post to tell me that I can watch movies or go for a walk if I need inspiration, but that's beside the point—these methods shows us a way to make wondrous and meaningful campaigns with as little mental clutter as possible.
Miranda of In Places Deep revealed her Stocking Procedure, offering a straightforward method of building out dungeon floors accounting for monster placement and treasure distribution that is sensible and conducive to good internal cohesion without compromising on organizational ease. Miranda is a veteran blogger whose work I really admire, and reading her describe the basic blueprints with which she builds her dungeons is like hearing some sort of artist master describe their process and thinking "hey I can do that too."
Honorable mention goes to the honorable Nick LS Whelan, whose post Two Week Megadungeon will, I predict, be instrumental in the creation of thousands of megadungeons in the near future. Like a blade through fine fabric Nick cuts down the myth that making a campaign-scale dungeon has to be a huge undertaking, and that all it takes is clear goals and a couple working sessions. The reason this is an honorable mention is purely because I had already largely wrapped up my megadungeon prep by the time the post hit the feed—turns out my approach to making a dungeon is strikingly similar to this one, except that I took like a year instead of two weeks and my maps are handmade but still kind of garbaggio. Oh well. Next time I get the urge to pull out the notebook and start a new megadungeon, whenever that may be, I will by hook or crook finish it in two weeks because of this post.