Sometimes, you just have to throw a bunch of work away and start over. And sometimes a bunch of work will just come out of you with no rhyme or reason when you least expect it. Both are as much a part of the design process as anything else.
Before we can start drawing maps to any sort of scale, we need to know what our scale is. How BIG is a room in our megadungeon? Why is it that big? And does EVERYTHING need a size? What even is the point of a map?
You can’t run a dungeon with a spreadsheet. You need a map. And when all you’ve got is a spreadsheet, you’ve got to turn that into a map. But maps take a lot of work.
Settle in kids for the longest, most complicated bit of the Megadungeon yet. Because this is our season one finale. When we’re done, we’ll have our gates and story beats set out on our big ole masterplan and we’ll even fill some of the backstory as a bonus.
It’s time for more Megadungeon spreadsheets. Actually, it’s time for THE spreadsheet. The only one that really matters. The one we’ve been building toward. The MASTER PLAN. And it puts together EVERYTHING we’ve figured out so far. And it’s so big, it’ll take two articles to finish it.
From crunch to fluff and back again. Today, we’re working on the last large-scale bit of planning we need to do before we just start designing the adventure: the plot. And that’s where fluff and crunch come together.
We’ve been focusing on the mechanical structure of the dungeon. But there’s another thing that’s just as important. The dungeon’s story.
It’s time to talk about the second major structural concern of our megadungeon. How do we control traffic and keep people on the critical path? We use gating!