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As long as it has passages and rooms, almost anything can be run like a dungeon: temples, manors, natural caves, a city block, catacombs, crashed spaceships - you name it. Dungeons in D&D aren’t necessarily just underground corridors and players will appreciate some variety. Bring your dungeon alive: With everything in place, it's time to ensure it's more than a static backdrop.ġ.Tempt with treasure that’s worth the risk: Rewarding your players for their dangerous delving.
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Pose a few puzzles: Breaking up combat with some battles of the mind.With tricky traps and horrible hazards, less is more: Being sparing with your dungeon's threats can be more effective than running a gauntlet.Give monsters their own story: Making monster more than just sword fodder.Hide a few secrets: Ensuring your dungeon is more than meets the eye.Map things out: Give your creation some physicality by putting pen to paper.How tough are we talking?: Keeping monsters and other threats just challenging enough.Hook ‘em in: So, your dungeon exists - but why should the players delve into it?.Why (and where) does your dungeon exist?: Coming up with the origins of your dungeon.To give budding dungeon designers a hand, here are 10 tips to consider when crafting a D&D dungeon your players will remember. But sooner or later, most DMs will get the itch to create one of their own. There’s a wealth of dungeons in published adventures for Dungeons & Dragons 5E, and plenty more if you draw from earlier editions and other fantasy dungeon-crawler games. They condense the action into a restricted space with every choice ahead, every step into the unknown, fraught with the promise of riches or danger. Dungeons take pride of place as the first ‘D’ of D&D, and it’s easy to see why.