Dungeons Are Half the Game.
You can’t control what players are going to do. That’s half the fun. But you can control where they do it. That’s a whole other half!
The Kobold Guide to Dungeons gives both new and experienced Game Masters over 100 pages of insight and ideas into making dungeons great. In-depth essays from industry luminaries teach you to think outside your own boxes, and into a larger realm of challenge, discovery, and good old monster bashing.
Practical essays gives you insider tips and tricks to:
- Design non-linear dungeons to explore
- Think in 3D to make amazing spaces
- Make every room count, even when there’s no monster
- Create solutions in addition to combat
- Dole out treasure—without blowing the bank
The Kobold Guide to Dungeons features essays from classic voices of the RPG canon such as David “Zeb” Cook, Frank Mentzer, and Lawrence Schick. It also includes newer voices including Dominique Dickey, Sadie Lowry, and Erin Roberts.
Open this book and level up your half of the game!
Hannes Rupp –
Just bought the PDF and skimmed through. Honestly, pretty disapointing. I was hoping for some practical game mechanics or ideas for riddles etc. It’s pretty light on those kind of things. Mostly it’s just a more or less pseudo-philosophical discussion about the purpose and the history of TTRPG dungeons. Which is kinda nice if you have never DM’ed anything before. In other case it feels like just 90% of skippable “preable”. Anytime a text builds up to something more concrete it ends in the same subtext: do your own research, lol…
Well, I definitley misunderstood the desciption -maybe my own fault- but for me it was a big waste of money. Espescially disapointing since I usually really like the Kobold Press stuff.