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This page is incomplete. It will eventually have tips for designing characters, monsters, and stories as well as dungeon maps.
Discuss the NAME map design acrostic in here.
Traditional role-playing game dungeon maps have consecutively numbered rooms. Many delightful examples are available at the One Page Dungeon Contest web page. Yet this numbering is counterproductive. Interesting stand-alone adventures are not a linear series of encounters. Why use an ordered numbering that encourages readers to impose an false linearity on the story?
The NAME sample dungeons label map features a different way. They use an acrostic! The letters A through Q represent the traditional features of a dungeon. (An example is here.)
Not every map will include every letter. On some maps a letter might appear more than once.
Letters Not Appearing, or Appearing More Than Once
As we will soon see, the letter A is for ambush. If a dungeon had no ambushes then no locations would be labeled with an A. If a dungeon had three ambushes then those locations would be labeled A1, A2, and A3 to make clear which descriptive text corresponds to each ambush location.
Entrance and Exit: Many maps have a fixed entrance or exit. These are always clearly marked.
Ambush: An "ambush" is any conflict that starts suddenly without warning. A giant spider leaps from the rafters and attacks. A band of highwaymen rush from the bushes to rob the merchant caravan. A monster breaks through a wall and charges at the nearest person. A group of bandits who infiltrated a tavern as apparent strangers all stand and draw weapons on a cue from their leader, demanding everyone's money.
Broken Science: This location features a strange effect that cannot be explained by the setting's rules about science or magic. A waterfall flows uphill. A room where one wall acts as "down". Lighting that slowly alternates between utter darkness and blinding brightness. Any the water carried into the room turns into poison.
Complicated Combo Combat: A "CCC" is a fight involving multiple groups of NPCs further complicated by hazardous terrain. Perhaps all are opponents, or perhaps one NPC group might be (or become) allies of the PC. Rival groups of Kobolats are fighting to claim the bridge over a deep chasm. Heroic Dweorgs are being overwhelmed by Fire Elementalists in a cavern containing streams of lava. Two gangs of thieves are fighting in a warehouse, leaping about atop wobbly stacks of crates.
Deadly or Fragile Foe: The core rules described fragile or deadly opponents. This location has them: usually many fragile foes, or one deadly foe. Fragile foes may be minions protecting a more traditional opponent who would be separately labeled as a Monster or an NPC.
Exotic Item/Location Causing Permanent Random Changes: One classic feature of old school dungeons is an item that will permanently change those PCs who choose to interact with it. What happens if the PC drinks from the mystic fountain, touches the glowing engraved rune, or rests in the grove of strangely scented trees? Perhaps the PC gains the ability to see invisible creatures, or grows gills, or becomes abhorrent to animals. Since NAME does not normally use dice, sample dungeons list three possibile effects and select a random one by having the GM and Player play rock-scissors-paper.
False Ending Revealed: This feature often marks a secret door or hidden information. The story seems complete without exploring this location, but the PC would miss out on an important clue or tool. The villain is defeated but he kept a secret weapon hidden separate from his other treasure: if the PC does not find it then the villain's assistant will use it in a later story about seeking revenge against the PC. The evil genius is defeated but in a hidden compartment in his desk is his laboratory notes detailing his nefarious alchemical recipes: if the PC does not find it then someone else will find it and sell it to an aspiring mad scientist. The remote castle is now cleaned of Undead, but the PC will be walking home unless he or she notices the paper of instructions for making the library carpet fly.
Grandeur: A location or item that is huge, inspiring, and immobile. Fantasy adventures are full of vast underground caverns, behemoth doorways covered with runes and bas-relief carvings, magically indestructible giant statues of solid gold, and many other imposing wonders.
Heights: Many skills are best used in a location with one or more high-up parts. An interesting room with useful treasure can only be reached with sufficient Climb skill. A balcony is a perfect place to eavesdrop on the enemy leaders making plans, if the PC has enough Stealth skill to get there unnoticed. An enemy archer shooting from a window is less of a threat to a PC with sufficient Shoot skill to return fire.
Item that Works Best in Combination: This item either fits well with something the PC already owns or makes a good match with another item in the dungeon. A potion that allows holding your breath for many minutes becomes more useful after also finding a vial of sleep gas. A cloak that one time protects the wearer from any fire or heat fits with an enchanted candle whose flame is as hot as a furnace. Glasses that allow the wearer to see normally in bright light are especially helpful when paired with a lantern that can three times create blinding radiance.
Joy: This location contains whatever type of challenge or exploration the Player most enjoys. Some Players especially enjoy parts of a story not normally associated with dungeons. Make room for these here! Examples include a situation where the PC stands out in a crowd, a chance to use advanced scouting and planning to make a difficult obstacle trivial, a logic puzzle with a reward, an opportunity for the PC to impress an NPC, or a chance to attempt something fun and reckless without worrying about the chance of success.
Key: A "key" is any item or knowledge that allows the PC to get to another part of the dungeon, solve a problem, bypass an obstacle, or more easily survive a difficult combat. Keys allow nonlinear exploration while also preventing the PC from stumbing into the most dangerous parts of the dungeon too early. The tavern's back room is only accessible with a password. A heavy door is locked and the key is somewhere near. A pit of poisonous snakes can only be crossed after the PC finds a tall step ladder to use as a bridge. A fight involving three Ogres is made easier by learning how to first trick them into a violent argument.
Another Use for Numbering Besides Letters Appearing More Than Once
An earlier comment explained that it can be helpful to add numerical suffices to letters that appear more than once. For example, a dungeon with three ambushes could label those locationsA1, A2, and A3 to make clear which descriptive text corresponds to each ambush location.
A second reason to use numerical suffices is to match up Keys with their corresponding map features. For example, that three-ambush dungeon also has three keys that correspond to the map features of a Locked Door and two Problem/Pitfalls. How to make this clear? Label the keys K4, K5, and K6 (starting with 4 to not implicate one of the three Ambush map features). Label the Locked Door L4. Label the two Problem/Pitfalls P5 and P6. Now the descriptive text for each map feature will have no trouble with clarity.
In general, it is simplest to label a map in three steps. First, add the plain acronym letters without suffices. Second, circle those letters that will need numerical suffices (either because more than one copy of that letter appears or because that map feature has a corresponding Key). Third, progress up the alphabet adding the numbers appropriately to the circled letters.
Locked Door: Very traditional, these locked doors. Some can be opened with enough force or skill. Others require finding a specific key.
Monster: Remember that in NAME a monster is a type of creature. Some are merely an opponent to fight. Others are intelligent and have as rich a personality as any other intelligent character.
NPC: An NPC is a member of one of the intelligent races, as opposed to a monstrous creature. Most NPCs do more than provide an opponent to fight.
Objective: Why is the PC in this dungeon? Many dungeons have one or more objectives. Recover the secret plans. Rescue the missing princess. Steal the magic sword from the dragon's hoard.
Problem/Pitfall: This is any obstacle that is not a monster or NPC. Dungeons typically have many difficulties to overcome.
Quick Heal Many dungeons are kind enough to have a safe room with a source of quick healing. This help might only work once, or it could be an inexhaustible source of recovery. A quiet glen no monsters enter becomes a restful "home base" in a wilderness adventure. A spooky mansion has healing potions in the kitchen. An underground dungeon has a magic healing fountain.