this post was submitted on 25 Jan 2025
58 points (100.0% liked)

rpg

3327 readers
28 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS
 

Large dungeon complexes and even "megadungeons" have become a stable of fantasy RPGs. But they are difficult to map out, since they tend to be complex, three-dimensional structures. While mapping them in 5 ft. squares may be possible, that doesn't give a good view of how all the different locations connect with each other.

So I am curious: What are your favorite visualizations for megadungeons? How did they help you as a game master (or player) to understand how their whole environment is structured?

top 6 comments
sorted by: hot top controversial new old
[–] [email protected] 27 points 1 week ago* (last edited 1 week ago) (1 children)

...i adore this depiction of moria from the one ring, plan and section both set against surrounding terrain to give a sense of scale...

[–] [email protected] 4 points 1 week ago

That looks beautiful!

[–] [email protected] 7 points 1 week ago

I'm disappointed there's no hidden Sadam

[–] [email protected] 5 points 1 week ago

Two that I found very easy to understand just from the battle maps were the Emerald Spire and the Abomination Vaults, as both have a central recurring feature to orient yourself by - the titular spire and the Gauntlight's beam. It makes them a lot less sprawling than many classic megadungeons, but also lets me and the players easily work out how everything connects just by comparing its position to the central feature.

[–] [email protected] 2 points 1 week ago

I don't map them out like this. There is a general overview, and a bunch of maps showing e.g. local caves or dungeons, but the long passages are not coveted by maps. If push comes to shove, I make something up on the spot.

[–] [email protected] 2 points 1 week ago

If I was going to actually map one out, I'd just do it like the tube map. Point to point connections that don't correspond to real space, just nodes that indicate how each "room" or area connect. If necessary, colour code them by depth so I know when connections should involve a staircase/drop/ladder etc.