Maximizing the Mini: Squeezing a Mega Dungeon into a Smaller Map!

 Here's how you squeeze that sprawling dungeon into a smaller map:

  • First up, pick out the absolute must-haves from the mega dungeon - the rooms, encounters, or spots that are crucial to the story or just too cool to skip. Those are your rock stars; they gotta make the cut
  • Now, time to do some fusion work! Combine areas that aren't vital but kinda similar into single representations on the smaller map. Think of it as merging the less standout spaces while keeping the main vibe intact.
  • Prioritize encounters over empty rooms
  • Next, streamline. Simplify those corridors without making your dungeon feel like a maze. Nobody wants to get lost in a tiny space!
  • You might need to get a bit artsy too. Symbols, colors, or abstract hints on your map can represent bits you can't fully draw out. Be creative.
  • Use your words! Use detailed storytelling to describe the parts that couldn't fit on the map. Paint a vivid picture for your player using words to describe taste, touch, sound, sights, and touch. 
  • Lastly, be very clear. Make sure players have enough clues to navigate this scaled-down dungeon. Even hint at spots that are off-map but might be important. If you think you've been too obvious and they don't get it, BE EVEN MORE OBVIOUS. 
  • When translating traps and large set pieces, consider if that is just a cool thing to interact wiht theoretically or realistically is it just in the way of the narrative? 
For example The Netherdeep in the Netherdeep campaign has a large ball room, 3 different sections and creepy set-pieces. 

  • Keep the set pieces you enjoy.
  • Limit your detours.
  • The Netherdeep tries to be a maze, keep the maze in the dimensions of the map.
  • Ignore the sizes of the rooms in the book, they're 10ft squares. Smaller rooms have the advantage of knowing the players will be able to hit their AOE targets and possibly use the cover and items in the room better.
  • Shrink the big ball in the center of the map. It takes up so much space just for the players to look on at it in awe. It' s possible they'd feel the same way if the ball were any size. 

Remember, condensing a mega dungeon into a smaller map requires a balance between maintaining the essence of the original dungeon and making it manageable and engaging for players within the constraints of the smaller space. Clear communication and storytelling during the game are essential to ensure players understand the condensed layout and the richness of the dungeon's environment. 

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