Why Dungeon Maps Feel Fake – The Dungeon Timeline Method
How to make logical dungeon maps.
Nonsensical maps were a major theme in the fantastic feedback I received from Monday’s request about your biggest pain point with dungeons:
How to make dungeons make sense and believable?
Most GMs think they need to design a dungeon for the adventure they are running right now.
You sit down with a blank sheet of graph paper. You know the party is fighting a tribe of orcs, so you start drawing. You put in a guard room for the orcs. You put in a chieftain’s throne room. You add a holding cell for the prisoners.
It feels logical and it’s fun.
But this is actually where most of our dungeon designs become boring and feel fake.
When we try to do two things at once, draw a map and design an adventure, we create a Logic Bomb. We end up with a place that feels like Wizard of Oz. The facade looks okay at first, but as the players explore deeper, the whole illusion breaks.
“Why are these ceilings 20 feet high if orcs built this?”
“Why are these tunnels perfectly square if this is a natural cavern?”
Now we’re making GM acrobatics checks. We’re scrambling for an explanation and wiping flumph spoor off our face because the verisimilitude just blew up.
However, there is a better way. A way that stops us from designing generic crawls and helps us build dungeons that feel ancient, lived-in, and real.
I think of it as The 3 Age Timeline.
Movie Sets vs. Geology
Think of the old way of designing maps. We draw for the current adventure like we’re building a temporary set for a play. We place jail cells there because the script says the orcs are slavers. It’s functional, but it has no rhyme or reason in terms of the dungeon’s logic.
The better way is to think like a geologist.
A geologist knows a particular canyon wasn’t built for the river that flows through it. The canyon was formed first by years of wind, erosion, and tectonic shifts. Then the river happened.
Dungeons are the same. A dungeon is rarely built by its current inhabitants. It is almost always a site that has been discovered, taken over, and modified. (Perhaps the PCs will perform the same cycle.)
When we try to force a map to fit the current occupants perfectly, we lose the history and the World Logic.
To fix this, we need to stop looking at the dungeon as a snapshot of now, and start looking at it as a timeline of yore.
The Three Sources: Nature, Man, Monster
Every dungeon comes from one of three creators. I call these the sources:
- Nature. Formed by the elements. Wind, water, lava, magical forces. These spaces are chaotic, organic, and flow with the terrain.
- Man. Formed by civilization. Dwarves, orcs, cultists, ancient empires. These spaces have deliberate geometry and a purpose (defense, trade, worship, habitation).
- Monster. Formed by beasts. Giant insects, burrowing horrors, dragons. These spaces are alien. They follow a logic that is biological or instinctual.
Our mistakes are a) assuming only one source is involved, and b) not choosing a First Source with which to drive our dungeon logic.
If we have a 500 year old dungeon, it’s likely changed hands. Nature might have carved the caves. Then Man (cultists) might have smoothed the walls and built a shrine. Then a Monster (a Dragon) might have smashed through a wall to make a bigger lair.
If we ignore this history, we end up with 90-degree corners in a tidal cave. It doesn’t make sense.
But if we embrace the history, the map practically draws itself.
The 3 Age Timeline
A simple timeline solves the problem.
Before drawing a single line, follow these steps:
1. Determine the Age
How old is this place? A century? Millennia? Decide when it was created.
2. The First Age (Origin)
Who was here first?
- Nature? A river carved a limestone cavern.
- Man? A lost civilization dug a salt mine.
- Monster? A purple worm bore a tunnel.
This creates the skeleton of our map and its initial logic. Smooth river rock vs. hewn stone vs. rough tunnels.
3. The Second Age (Renovation)
Who moved in next? And more importantly, how did they change it?
- If Man moved into a Nature cave, maybe they built brick walls to separate chambers.
- If Nature reclaimed a Man temple, maybe roots have collapsed the ceiling, creating skylights and rubble.
4. The Third Age (Current Use)
Who lives there now (our adventure)?
Now we add our orcs from our current adventure. And they’re camping in the flooded ruins of a dwarven temple built in caves carved by an underground river.
World Logic = Dungeon Logic
When we stack these sources (Man => Nature => Monster), we get World Logic.
We get a map where the Orc Chieftain sits on a crumbling dwarven statue because it’s the only dry spot left in the flooded chamber. We get a dungeon that tells a story in perfect Show, Don’t Tell fashion.
This was the logic I used last year for an adventure. The PCs were begged to find missing villagers. Turns out, a boy had become a monster and used a partially submerged dungeon created by dwarves who built near a lake an age before. The party found the mutant sitting on the Dwarf King’s throne, smug, confident, and gleeful that new prey had just walked in.
Note that the variety we get from the 3 Age Timeline and combinations of sources is huge.
Instead of boring 10’x10′ room layouts, we create cool maps based on combinations of specific Men (ancient cultures), Monsters (our entire bestiary!), and Nature (wind, magical storms, tides):
- Man => Man => Man creates a city built on top of a city (like Troy).
- Nature => Monster => Man creates a bandit hideout inside a remorhaz tunnel.
To make dungeons make sense, we should stop designing for the adventure as our first move. Design the timeline instead.
Build the ruins first. Then let the critters move in.
Cheers,
Johnn
roleplayingtips.com
https://discord.gg/6MxTRAqQ76
Have more fun at every game!
P.S. I wrote these tips yesterday as part of my upcoming book on dungeon map design.
If you have any questions about, or frictions with, designing dungeon maps and levels, do not hesitate to hit reply! I’d love to hear them as it helps flesh my book out further and helps you at the same time.
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