I hadn't planned on posting this article for quite a while, but it turns out that two days ago Alex Shroeder just started this year's One Page Dungeon Contest. If you want to take a look at some past winners, click here. I've been secretly working on my own dungeon game for the last nine months, and have accumulated a lot of good advice. Not all of it is applicable to the one page dungeon contest, but I feel it has helped me in my quest to make a better game. I will share that advice with you here:
- Dungeons ought to have an area
     where lack of light is an issue. 
     For example, dripping ceilings that get torches wet or wind that
     blows them out or even low oxygen areas or flooded tunnels.
- At least 1 item/effect per 2-3
     levels should have some kind of lasting and tangible effect on at least
     one PC.
- Add ledges, overlooks, and
     peaks to create three dimensions in your design.  This will also give your players a
     chance to exercise their cleverness to get around.
- Don’t aim for the stars on
     your first dungeon design.  You will
     build up ideas and the ability to create more elaborate maps as you go
     thru the process several times.
- Don’t get too caught up in
     making your dungeon subtly random, irregular, or odd.  Be obvious with what’s unusual.
- Food and drink should be
     fairly abundant for the most part, but it doesn’t have to be delicious.  Mmmm…Rats!
- Make your dungeon used.  Have sections where there is some obvious
     repair/expansion work being done or evidence of a collapse.  This will break up the monotony and
     provide cover during fights.
- If this is your 1st time, or
     even your 20th, there’s nothing wrong w/looking at old dungeons you love
     & copying features.
- Implied threats are as
     effective at real threats at times. 
     Create false leads and ominous doorways that make PCs think twice.
- Items found in dungeons are
     not meant to be permanent.  Find
     ways to keep a circulation of items going- whether that’s sacrificing them
     to earn favor with a subterranean race or to an idol to get a better/different
     item in return.
- Mini-goals and side quests
     are necessary for design.  Keep the
     people outside the dungeon important to what’s happening inside the
     dungeon.
- Monsters can and should
     retreat- not everything should be a pitched battle to the death.
- Most of the sentient races
     are far more interested in having a slave than killing adventurers.
- Not everything should cost
     blood or gold.  Things can cost
     honor, time, obligations, and other resources.
- Propose lots of different
     problems- including coins and items that can’t be easily divided among the
     group.  Making these decisions is
     part of the dungeon-delving experience.
- Realism: for some groups
     this really matters, for others it’s superfluous.  Know your audience.
- Resist the temptation to
     maximize the use of your graph paper. There should be plenty of it that
     can’t be explored (i.e. solid rock).
- Re-use old space.  Make items, objects, and locations that
     are in the upper levels relevant to what’s in the lower levels.
- Show the players they aren’t
     the first ones there- have bodies/treasure of other dead heroes placed in
     your dungeon in various places.
- The entrance does not always
     have to be at the edge of the paper. 
     Start in the middle sometimes.
- There should be no need to hyper-charge
     the monsters in your dungeon.  The additional
     difficulty of your encounters should come from the hazards &
     relationships innately present in the dungeon.
- Think about what other
     monsters might join a fight or run to sound an alarm.
- Think logically. Many dungeons will have a common, public area with “work” areas or “living” areas as off-shoots.
- Thresholds are important in
     mythology and in RPGs.  There should
     be hard challenges that unlock the next area/level.
- Understand that details will
     change over time.  Don’t be afraid
     to retcon something to improve the campaign if everyone can agree to it.
- Understand that some of your
     mysteries and plots won’t be followed by the players. That’s okay, proceed
     with consequences.
- Variety is critical: don’t
     put 1 monster per PC in every room.  
     Make most encounters lopsided for one side or the other.  This will stretch your players- and
     reward them!
- Wreck your own dungeon: have
     explosions, traps, cave-ins, wars, experiments, etc. permanently alter the
     geography of the dungeon during play at least once.
- Your dungeon will feel more
     immersive it if looks like it was designed by nature or for a specific
     purpose by an intelligent being and not designed just for a game.
Peace,
-Troy
