This is an idea based on some of the Roguelike D&D stuff I’m working on.

I got on a mental tack of “Dungeon Classes.” This starts from the idea that the majority of adventure sites are lairs — not “dungeons” in the strictest of sense. This in turn arises from the idea that most creatures are alive, eat and sleep.

May 23, 2012
Link: Five Modes of Operation

I came up with a basic hierarchy of activity in which creatures can normally be found, based on how much of their time is wrapped up in… one of the five activities. Those activities are resting, waiting, moving, working, and playing.

Using this as a starting place, I came up with some preliminary dungeon types, based on the needs those dungeons fulfill for its occupants:

  • Burrow – residence; resting place
  • Refuge – security; fallback point
  • Haunt – hunting, sport, or supplying
  • Stores – stockpile; cache, hoard
  • Shrine – immaterial; burial, divine
  • I think the “class” of dungeon will generally effect how much, and what kind of treasure may be found there. For example, items of value are more likely to be found in a stockpile or at a shrine, but this could be too general to be useful.

    I’m reviewing Dungeonscape for some ideas, but I’m not sure what I’ll get out of it. The book is at once more generic and more specific in terms of dungeon design. While it discusses ecology, it doesn’t go into depth about monster activities.