Two orcs
Officially better than you, according to PoN
Scouring the internet for dungeon maps often lead me to Dyson's website. He has drawn a metric fuckton of maps, they look superficially good, are easy to read and are generic enough that you can use them for most settings. The problem is they suck as D&D locations! I was happy to see Bryce complain about the use of Dyson maps in his reviews because it means that he understands this as well.
Their main problems as I see them:
Generally a branching but not interconnected structure (no loops!), this makes exploration predetermined. You will always come upon a certain place from another place even if the order might be different or you might skip it altogether. This gives no room for flanks or retreats tactically but more importantly this means the choice in exploration is to skip or enter a certain branch. An open but interconnected structure means you can deliberately attempt to approach an area from a different direction, search for alternate routes or simply be surprised when you realize you've come back to an earlier place.
A low amount of strange, dynamic or surprising architecture. It's room, a few branches, room, a few branches. The players should marvel, fear and be entertained by the form of the dungeon itself. There is nothing wrong with a linear string of 5 rooms, if that is a break from the usual and if the chain contains something interesting. Maybe it's a gauntlet, maybe each room is identical and trying to fool you that you're in a teleportation loop. Or half the map is taken up by a single huge chamber. Or a room is an octagon, each wall having a door except for one (that wall will endure closer inspection). A room with a statue. A room with 40 statues. Real fake places are built deliberately by engineers, mad gods or giant insects, the players should feel that there is a purpose to the place they are exploring even if that purpose is crazy or unknowable. The Dyson maps give me the impression that the purpose was for Dyson to draw a dungeon.
Do you agree? Have I missed something? What are other features of goods maps beyond interconnectedness, purpose and entertaining variety?
An exception is Dyson's delve, a large multilevel dungeon he drew and stocked long ago. It is excellent. Why does he understand dungeon design there but not in his newer works?
Their main problems as I see them:
Generally a branching but not interconnected structure (no loops!), this makes exploration predetermined. You will always come upon a certain place from another place even if the order might be different or you might skip it altogether. This gives no room for flanks or retreats tactically but more importantly this means the choice in exploration is to skip or enter a certain branch. An open but interconnected structure means you can deliberately attempt to approach an area from a different direction, search for alternate routes or simply be surprised when you realize you've come back to an earlier place.
A low amount of strange, dynamic or surprising architecture. It's room, a few branches, room, a few branches. The players should marvel, fear and be entertained by the form of the dungeon itself. There is nothing wrong with a linear string of 5 rooms, if that is a break from the usual and if the chain contains something interesting. Maybe it's a gauntlet, maybe each room is identical and trying to fool you that you're in a teleportation loop. Or half the map is taken up by a single huge chamber. Or a room is an octagon, each wall having a door except for one (that wall will endure closer inspection). A room with a statue. A room with 40 statues. Real fake places are built deliberately by engineers, mad gods or giant insects, the players should feel that there is a purpose to the place they are exploring even if that purpose is crazy or unknowable. The Dyson maps give me the impression that the purpose was for Dyson to draw a dungeon.
Do you agree? Have I missed something? What are other features of goods maps beyond interconnectedness, purpose and entertaining variety?
An exception is Dyson's delve, a large multilevel dungeon he drew and stocked long ago. It is excellent. Why does he understand dungeon design there but not in his newer works?