Justin Alexander wrote a series of posts on “Jaquaying” a dungeon, based on the techniques of Paul Jaquays. The focus is non-linear dungeon design. Having multiple paths and keen design makes a “dungeon” environment dynamic and flexible so many groups can go through and have different and exciting experiences where they have meaningful choices to make as they explore.
Techniques include multiple entrances (some obvious some not, some to the surface and some deeper), loops, divided levels, extra dimensional spaces, and much more.
It doesn’t take long to read it over, and this is classy guidance to inspire you to make your exploring environments more engaging in the short and the long term.
Since “The Alexandrian” site is damn hard to navigate, and finding anything over there that has not been explicitly put in his list of essays is difficult, I’m linking to it here for my ongoing reference and for your benefit. Even so, I can’t link to individual entries, so I guess you’ll get a third of a month with the relevant essays.
- Jaquaying the Dungeon. July 23, 2010
- OD&D in the Caverns of Thracia. July 24, 2010
- Part 2: The Jaquays Techniques. July 26, 2010.
- Part 3: Philosophy of Jaquaying. July 28, 2010.
- Part 4: Jaquaying the Keep on the Shadowfell. July 30, 2010.
This series of entries was one of the key factors that got me motivated to go fantasy and try out dungeon crawling, combined with his essay about an open game table. I hope you find it stimulating too.