Jaquaysing the Dungeon

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  • Опубликовано: 26 сен 2024
  • We talk about how to improve your dungeon design by Jaquaying your dungeon with multiple entrances, loops, and secrets!
    MONSTROUS KICKSTARTER PRELAUNCH: bit.ly/monstrouskick
    Download the Grid Paper I use here: drive.google.c...
    EDIT: It’s “Jaquaysing the Dungeon” because the artist’s name is Jennell Jaquays (with an “s”). I messed this up when I made the video.
    UPDATE 2/6/204: I am choosing to keep this video up and to keep calling these principles "Jaquaysing the Dungeon" to honor the life and legacy of Jennell Jaquays.
    Map Crow Zines are back in print! www.etsy.com/s...
    Twitter: @kylelatino
    Patreon: / mapcrow
    Podcast: thesplatbook.com/
    Check out Old Roads and my mapping projects here: fantasyfuncoun...
    All music from Aufhocker: aufhocker.band...
    Link to the Article "Jaquaysing the Dungeon": thealexandrian...
    The Questing Beast has a great video on Dungeon Design Tips:
    • Nine Dungeon Design Se...
    Unfortunately that don't sell the 1st Edition Beginner Box anymore, but this is the one I'm talking about if you want to track it down:
    rpggeek.com/rp...

Комментарии • 252

  • @mapcrow
    @mapcrow  7 месяцев назад +129

    UPDATE 2/6/204: I am choosing to keep this video up and to keep calling these principles "Jaquaysing the Dungeon" to honor the life and legacy of Jennell Jaquays.

    • @b4ux1t3-tech
      @b4ux1t3-tech 7 месяцев назад +27

      Thank you for this. This is certainly her method, and it should keep her name, and we should get it right.

    • @astridposey
      @astridposey 7 месяцев назад +21

      Thank you! It means a lot to the trans community who are ttrpg gamers.

    • @mapcrow
      @mapcrow  7 месяцев назад +43

      The trans community generates the most vital and heartfelt work in ttrpgs, both in this century and the last. The hobby and artform would be empty without their contributions. The least I can do is remember their names.@@astridposey

    • @Jon-Gardner
      @Jon-Gardner 7 месяцев назад +11

      I was unfamiliar with Jennell’s work until until watching this video today, and am now down a rabbit hole exploring the treasure trove that is her back-catalogue. I’m sad to hear she’s no longer with us, but am thankful for videos such as this which keep her legacy alive for the uninitiated like myself.

    • @drakegrandx5914
      @drakegrandx5914 3 месяца назад +1

      Hi! Sorry if I'm being inopportune, but can I ask the source of the music in the video? In particular the ones at 5:35 and 7:29.

  • @gogogusto
    @gogogusto 2 года назад +1143

    THANK YOU, FOR ACTUALLY DRAWING A MAP AS AN EXAMPLE INSTEAD OF JUST TALKING ABOUT THE CONCEPT.
    Not enough people do that with dungeon design videos. Thank you.

    • @mapcrow
      @mapcrow  2 года назад +86

      Ha! You’re welcome! Glad you enjoyed the video!

    • @hyperklathos
      @hyperklathos 2 года назад +19

      Agreed, I can't tell you how much you've helped me understand some of these concepts!

    • @justingonzalez3832
      @justingonzalez3832 2 года назад +5

      Yesss! This absolutely helped. even some of my favorite youtube channels just talk about dungeon concepts and tho they are helpful, actually SEEING what you're talking about is much more helpful to me. Definitely subscribed and will check out your other videos for inspiration to run a dirty dungeon crawl!

    • @valethemajor
      @valethemajor 2 года назад +1

      Yeah this was my issue too. I could understand a lot of what the Alexandrian was saying across many of his articles but this one always baffled me without a good visual example of it being done.

  • @torenatkinson5708
    @torenatkinson5708 8 месяцев назад +25

    So sad to hear that Jennell Jaquays has passed away this week. I was very fortunate to work with her on Central Casting. A legend will be missed.

  • @Mike-si8rx
    @Mike-si8rx 2 года назад +267

    This is weirdly magical to see the map transform and come to life. I will 100% be making maps like this from now on!

    • @mapcrow
      @mapcrow  2 года назад +14

      Thank you mike! I hope you find it useful and fun!!

  • @mapcrow
    @mapcrow  2 года назад +320

    BTW It’s “Jaquaysing the Dungeon” because the artist’s name is Jennell Jaquays (with an “s”). I messed this up when I made the video.

    • @ApocalypseHound
      @ApocalypseHound 2 года назад +12

      Thank you for fixing this.

    • @Alex-tx7ih
      @Alex-tx7ih 2 года назад +13

      @Creatotron I think he was pointing out that the base verb is "to jaquays", not "to jaquay". It'd be like bus, gas, and times as verbs.
      That said, as far as I can tell it was The Alexandrian which coined the term. Justin chose "to jaquay" as the base verb. The S was dropped, perhaps for aesthetics since apparently verbs ending with a single S are very rare in English.

    • @cybrim1
      @cybrim1 Год назад

      @Creatotron ROFL thank you for this!

    • @daemoe158
      @daemoe158 10 месяцев назад +2

      ⁠​⁠@Tom_Het one small correction; this is an irregular verb: Jaquaysed and Jaquaysing both have an “s”.
      Thank you.

    • @nneisler
      @nneisler 10 месяцев назад

      Not everyone can draw such a swell map

  • @MrWMyself
    @MrWMyself 2 года назад +81

    That isometric graph paper is choice. It really makes it feel like an actual space, rather than the traditional grid style!

  • @kateworm
    @kateworm 3 года назад +162

    Her name is Jennell Jaquays by the way, with an s on the end. As she's said before the term really ought to be jaquaysing the dungeon ;)

    • @mapcrow
      @mapcrow  3 года назад +52

      Haha! Marvelous! I had watched an interview with her to get it right, but botched it none the less, it seems!

    • @lickenchicken143
      @lickenchicken143 2 года назад +3

      The verb is jaquaying tho; the two are related, not the same, no? Be like saying 'smithing' ought to be 'o'smithing' because there are o'smiths out there.

    • @kateworm
      @kateworm 2 года назад +20

      @@lickenchicken143 Jaquays herself has been the one to request the change. The term is referring to a specific person, not a vague general category

    • @MrCantStopTheRobot
      @MrCantStopTheRobot 2 года назад +2

      These particulars are making me jaqueasy

    • @lickenchicken143
      @lickenchicken143 2 года назад +1

      @@MrCantStopTheRobot your internet pursuits are self or perhaps algorithm directed, Mr. Unstoppable.

  • @StarlasAiko
    @StarlasAiko 2 года назад +372

    There are two more points I would add:
    Every exit is an entrance and every entrance is an exit. If your map shows one entry point at the start of the dungeon and one exit point at the end in the boss's chamber or treasure room, then you already have a dungeon with two entrances and two exits.
    And this leads to point two I would add:
    Most of the dungeon is skippable if there is an exit right next to the goal, becaus ethat exit is an entrance. No matter how many entrances/exits you have and how many optional paths there are, the goal of the dungeon, the Big Boss, the Treasure, the Hostages, should be aproximately equidistant from each entry/exit point. Secret passages can create shortcuts, but the openly vissible and accessible paths from any entry need to go through as many obstacles, threats and rooms as the paths from any other entry. There is a reason the Minotaur sits in the center of the labyrinth, not at its exit.

    • @darkowl9
      @darkowl9 2 года назад +69

      In the sense of realism, you're absolutely right. But for the reality of being a game world, unless getting back _out_ of the dungeon is meant to be a challenge in itself, dungeons of this style generally allow players to _Skyrim_ their way out, like a hidden latch only accessible from the interior that leads you out between some anonymous boulders. This way, the PCs can more quickly and easily get to whatever the next interesting situation that they're going to find themselves in, instead of just wasting time backtracking for realism's sake.

    • @calebbarnhouse496
      @calebbarnhouse496 2 года назад +31

      The minotaur is in the middle of the dungeon because he's lost as shit, that was entirely the point of that dungeon, a good dungeon doesn't make itself annoying for the sake of jerking itself off, hidden exits are stupidly common in places that could need to have people leave them, like the white house, the key is that the way is guarded subtlety and kept secret

    • @dmdizzy
      @dmdizzy 2 года назад +84

      @@darkowl9 In a TTRPG there's zero need to let players Skyrim their way out. Unlike a video game, where time flows at a fixed pace, you can easily handwave the time needed to backtrack to a relevant/safe entrance. You don't have to compromise verisimilitude because there's already a feature that solves that problem.

    • @calebbarnhouse496
      @calebbarnhouse496 2 года назад +4

      @@dmdizzy ok, and do you think the big bad wants to spend 40 minutes walking through his home to go outside?

    • @dmdizzy
      @dmdizzy 2 года назад +38

      @@calebbarnhouse496 That's very dependent on who and what the big bad is. There's a fair chance that a BBEG who even has a lair like this has underlings who take care of whatever petty matters require actually going outside. Or, if they do have a personal exit deeper in the dungeon, it might not be something the players can even use. Something like aerial/ceiling entrances or underwater tunnels.

  • @johnharrison2086
    @johnharrison2086 2 года назад +122

    Great video! One thing I would add is that if you have a secret passage it should serve a purpose - not just exist for the adventurers to find.
    Perhaps it is there so the denizens can bypass a hazard or trap. Maybe it's there so some monsters can avoid others. It may have served a purpose previously and been forgotten about by the current occupants...
    There should always be a reason.

    • @someguy3861
      @someguy3861 2 года назад +23

      "The previous owners wallpapered over a door and decided fixing it wasn't worth the hassle" is a personal favorite of mine.

    • @starbournehero771
      @starbournehero771 2 года назад +6

      And sometimes that reason can be that it functions better to have a link! A cave system has plenty of excuses to have underused or unnoticed cracks and passages. Some things are not designed, but simply happen to exist! But it is a good idea to think about the reality of the space, and about the whys and hows

    • @aidanwarren4980
      @aidanwarren4980 2 года назад +2

      A dungeon that I added multiple entrances to was a kua’toa cave lair consisting of a series of cave chambers connected by water-filled tunnels, who’s main entrance was underwater and opened into a lake. The alternate entrances were a concealed chimney/air channel just big enough for a Small size character to fit through, and a narrow underwater channel leading to the kua’toa toilet chamber.

  • @KyleMaxwell
    @KyleMaxwell 3 года назад +249

    Excellent summary of a technique that seems to have been forgotten in a lot of "modern" dungeon design!

    • @origami_dream
      @origami_dream 2 года назад +9

      It was also not terribly common in "classic" dungeon design. Lotta stinkers. The good ones get remembered. And modern dungeons have both, too. Age of Ashes from PF2e has some really great level design. What's the proportionality? Dunno; doubt anyone's done a comprehensive study. But if i had to guess, i'd think rose-tinted glasses have a lot to do with it. And the fact it gets called Jaquaying, after the Alexandrian article, shows 1) our design philosophy's come a long way, and 2) it couldn't have been all *that* common back then, or we'd just call it "classic dungeon design." But no, that could mean hiding initials in maps or instant death pit traps or any number of... less-useful things. Now we can learn from the mistakes of the "classic" past and the "modern" past.

    • @Talking_Ed
      @Talking_Ed Год назад

      @@origami_dream Oh god classic dungeon maps are awful but they have a lot of good ideas. I often use materials from ADND for my campaigns and the base design is more often than not technically flawed like dungeons make no sense 🤣

  • @thomasrosebrough9062
    @thomasrosebrough9062 2 года назад +55

    Let's all take a moment to appreciate how cool it is that Jennell Jaquays got a whole methodology named after her! What a badass!

    • @chadwickerman
      @chadwickerman 8 месяцев назад

      And now Alexander is trying to retcon and erase her name and take credit for her work. What a coat riding sack of garbage.

  • @shinejade89
    @shinejade89 2 года назад +41

    Wow, thank you very much.
    I am a person who dreams of becoming a game developer in Korea. I'm studying level design these days, and it helped a lot. Of course, I think I missed half of the English interpretation.
    Anyway, thank you so much.
    It was quite helpful.

    • @mapcrow
      @mapcrow  2 года назад +15

      Right on!! Also be sure to check out the people on Across RPGSEA for some of the fine developers from South East Asia too! Cheers!!

  • @andrewchristian6889
    @andrewchristian6889 5 дней назад

    I love the way that you telegraph enough info to the player to make the choices meaningful instead mere chance or luck. If the player sees no difference, it may as well be the same path or a dice roll.

  • @chastermief839
    @chastermief839 2 года назад +31

    Not a lot of people seem to be aware, but the Alexandrian has a RUclips channel now, too! I'm always glad to see more exposure for him and his articles :)

  • @maxgonzalez7374
    @maxgonzalez7374 2 года назад +23

    I love this video format - From the thumbnail, your to the point explanation, your craftmanship with isometric map making. It's so fun to watch and learn!!

    • @mapcrow
      @mapcrow  2 года назад +3

      Oh wonderful!! I’m so glad you find this interesting!! Cheers!!

  • @ADT1995
    @ADT1995 Месяц назад

    You talking about having a different set of professional work and work for your home game reminds me of what happened when me and my buddy overhauled survival and overland travel (originally for 5e, later for Pathfinder 1st edition)
    Both of us are DMs that play in each other's games, this becomes somewhat important to understand the chain of events. So I decided to do a complete overhaul of wilderness travel and exploration, and used my players as Guinea Pigs in a travel focused one shot. They all loved it so my buddy adopted it in his game, made some modifications for his campaign (which I'm a ranger in), and massively expanded it to include options for traveling slower to get downtime. I loved this and adopted his expansion into my own game. But the two separate rulesets were confusing for our players so we decided to get together one day and codify it. So we write like a 10 page word document for survival, wilderness travel, resting, entertainment, and an expansion of downtime.... Shortly after codifying it my campaign ended so I started another one, and immediately modified my own rules to suit my campaign (it was written for general high to epic fantasy and I was running a campaign set in a lower fantasy dark ages) and then my buddy modified the rules again for his own campaign which was now set in an alternate 1890s Earth. So while we were still using basically the same survival rules at their core, we still ended up with houserules upon our houserules tailored to our own campaigns, and we continued to modify them for each new campaign. And despite designing them together I don't think either of us has ever used the houserules exactly as written.
    We also did literally the exact same thing with dungeon delving later (although that was significantly less expansive) taking a lot of rules from other systems (especially AD&D) and revitalizing and revamping them to fit our preferred system (Pathfinder 1e). And again I have houseruled my own houserules pretty much every campaign I've run to better suit my group and setting.

  • @theorca3893
    @theorca3893 2 года назад +12

    I almost cried when you brought up your experience with this particular map, because I had a sudden flood of memories of my very first adventure, where I DMed this for my brother. Thank you for the nostalgia trip and helpful tips!

    • @mapcrow
      @mapcrow  2 года назад +3

      Oh wow! Yeah, memories of gaming can be so precious and bittersweet. Cheers!!

  • @RaggedVentures
    @RaggedVentures 2 года назад +10

    _Black Fang's Cave_ is my favorite back pocket dungeon. The adjustments I've made to it mostly deal with the ecology of the dungeon, and how it changed when the original inhabitants left, when the goblins moved in, and when the dragon started lairing there. I've heard the term 'Jaquaying the dungeon' before, but hadn't thought about it much. Good video.

  • @crazyscarecrow8136
    @crazyscarecrow8136 2 года назад +52

    I think it would be great to just give the goblin king the key. He has a reason to hold it (he’s a leader and the door is dangerous), and it makes the second entrance a more effective shortcut if the players don’t want to fully explore the dungeon.

    • @NoConsequenc3
      @NoConsequenc3 2 года назад +6

      i'd go with putting it on the water guard working for the dragon. He communicates with the dragon using a small peon that can squeeze through the crack, but if you kill the water guard before the goblin king he won't warn the dragon since all the goblin peons are dead.

    • @NoConsequenc3
      @NoConsequenc3 2 года назад +4

      making the goblin king technically lower rank than the water guard in the dragon's eyes can also opens up some interesting charisma/intelligence RP between the two if the party is clever and/or the dm provides information about the location beforehand

  • @musingsofamadmitch
    @musingsofamadmitch 3 года назад +8

    Map Crow, I love this video because you talk about the topic and talk about utilizing it while also physically prepping your game. Excellent to watch and listen to!

    • @mapcrow
      @mapcrow  3 года назад

      Wonderful! I’m glad you like it!

  • @hrnekbezucha
    @hrnekbezucha 2 года назад +25

    I'm not a dungeoneer but this will certainly come helpful in my future map layouts. Thanks

  • @paavohirn3728
    @paavohirn3728 2 года назад +9

    This was really clear and concise. I appreciate how you used a pre-existing dungeon to demonstrate this on.

  • @savethefunk
    @savethefunk 3 года назад +15

    I recently (well, 6+ months ago) GMd this very dungeon and I gotta say I wish this vid had already been out because it is a definitive improvement. Much as I enjoyed it in its as written form, your mods really make it shine. Thanks for the inspiration.

    • @mapcrow
      @mapcrow  3 года назад +6

      I think the Dungeon as written is a lovely one-shot introduction to the hobby, deploying is as anything more than an introduction to new players and GMs is probably asking too much of it. Than you for the kind words!

  • @Demonwulf
    @Demonwulf 2 года назад +18

    Your drawings of skeletons are adorable.

  • @Joshuazx
    @Joshuazx 2 года назад +8

    1:17 "so avoid spaces that just have one route that goes straight through"
    Yeah, Skyrim! Geez!

  • @Maravillante
    @Maravillante 2 года назад +6

    DM puts multiple roads/possibilities for the party to choose and explore.
    *The party splits*

  • @rwyssbrod
    @rwyssbrod 8 месяцев назад +1

    Thank you so much for sharing this. I love your video. It is short to the point. You give credit to the person from whom you got the idea. And you explain it very well. Thank you so much for sharing this.

  • @dougantelope5013
    @dougantelope5013 2 года назад +11

    Interesting idea, really lets you add more personality to a dungeon

  • @xaosbob
    @xaosbob 3 года назад +8

    What an excellent, relaxed technique video. I really enjoy watching you draw as you go, and your thumbnails are excellent.
    Ben from Questing Beast sent me, and I'm glad he did! Subbed.

    • @mapcrow
      @mapcrow  3 года назад +4

      Thank you! I was so pleased to open up the Glatisant yesterday to see I got mentioned! Ben is an inspiration to me, so it was a wonderful honor! Cheers!

  • @tylerhanson3156
    @tylerhanson3156 3 года назад +6

    I saw this featured on the Deeper in the Game blog. Great video! I use the same techniques for overland travel. Giving the players multiple, descriptive, looping paths works at any scale.

    • @mapcrow
      @mapcrow  3 года назад +1

      Thank you! Yeah! It’s very similar to a point crawl, except there are stronger barriers and wall!

  • @megalithicprints
    @megalithicprints 7 месяцев назад

    This was super helpful! Thanks for drawing the example, it illustrated the point really well, especially adapting an existing dungeon

  • @rjcurrer
    @rjcurrer 3 месяца назад

    Fantastic video! Anyone who wants to design adventures could benefit from giving this a watch!

  • @SprattooKaykot
    @SprattooKaykot 2 года назад +1

    Jennell has asked that we use and pronounce the S In "Jaquaysing". But I love that my friend is a verb in the industry.

    • @mapcrow
      @mapcrow  2 года назад +1

      Yep! I found that out yesterday, I have corrected the title and the description. This video is a year old.

  • @_snowylil
    @_snowylil 2 года назад +17

    Interestingly, the first thing I thought of when you wrote down those 3 guidelines is Elden Ring, they do an incredible job with their dungeons and are a pretty great example of all of those things!

    • @Salsmachev
      @Salsmachev 2 года назад

      Have you played Dark Souls 1? The entire game is a giant stormveil-esque space that loops back on itself.

    • @_snowylil
      @_snowylil 2 года назад

      @@Salsmachev oh yeah DS1 is one of my absolute most favourite examples of level design ever, it's phenomenal

  • @miguelricardovargas
    @miguelricardovargas 6 месяцев назад

    I love it! Nothing like a good example to really explain a concept!

  • @Zoltri
    @Zoltri 2 года назад +1

    So I 100% agree with this concept. The more dynamic and flexible a dungeon is the better.
    I think one thing I've always struggled with when I look at a map like this though is finding verisimilitude with the general layout.
    I'm going to make some assumptions that could 100% be wrong, but I think it addresses my point regardless.
    I've seen maps like this fairly often where we could draw some lines where like... The skeletons, Goblins and Spiders are all in conflict with each other within the dungeon. ((Again, I don't know for this one if that's the case.)) I do like how that provides a lot of room to creatively pin them against each other. Baiting the spiders to come in and attack the goblins, or luring the skeletons away to skirmish with the others as you sneak past, maybe being able to negotiate with a cowardly goblin and eliminate the spiders for some information or assistance. I think all that can be super cool, but to make it a believable situation, I feel the maps need to be much bigger to give each faction within the space to breath in a more natural and believable way.
    If we assume the spiers are predators to the goblins, it feels strange to have them sleeping so close to where they could be attacked for example.
    I'm curious if anyone has any insight in creative ways to deal with this issue without having to expand the map to more naturally space out conflicting factions within the dungeon.

    • @mapcrow
      @mapcrow  2 года назад

      You are correct that making a dungeon larger will make it seem more plausible, however the play experience won’t really change that much, in my experience. It really depends on how you interpret the map to your players more that what is on the map. I am generally more concerned with a compelling and transparent game world than I am with an accurate simulation, but to each there own!

  • @Phant0mTim
    @Phant0mTim 3 года назад +2

    This is very timely, because I find myself revising one of my dungeons now. Thanks for sharing!

  • @The23rdGamer
    @The23rdGamer 2 года назад +1

    Lovely video with superb presentation. It really doesn't get much better than what's presented here.

  • @loganlockett9037
    @loganlockett9037 2 года назад +1

    That 1e pathfinder dungeon was my first ever RPG experience. Thanks for bringing back so many good memories man

  • @civilbeard
    @civilbeard Год назад +1

    I ran this dungeon for my players! My version of it, at least. They had a blast, and ended up using all three entrances over the course of the adventure!

    • @mapcrow
      @mapcrow  Год назад +1

      Oh wow!! That’s wonderful!!

  • @samuelbroad11
    @samuelbroad11 2 года назад

    Best one yet! Loved the old shout out to your younger self then the awesome modifications. It's actually a fun creative mind game, draw a standard semi-linear dungeon, then start noodling about to Jaquay it. You just invented a new solo game of the hobby!

  • @Mahawww
    @Mahawww 2 года назад +2

    This was really great! Informative, clear, and not overly long!
    Love it! Keep up the good work man!

    • @keighne7650
      @keighne7650 2 года назад

      Even if it was long you could always just come back you know, youtube allows you to see your comment on top of this section so even if youre switching from mobile to pc you can see your time stamp.

  • @Variusak
    @Variusak 2 года назад +1

    I was attempting to describe this concept to somebody else. Now I have a go-to video for those newer DMs. Thank you!

  • @danielinfanteperez11
    @danielinfanteperez11 Год назад

    I discover you a few weeks ago and I have to say that your way of comment and explain things... is so straight forward and full of wisdom but not the toxic ego, like some other egocentric people that says "I am going to tell you how to...". I want to thank you, because, despite I draw like a 5 yo toddler, I can arrange info for my adventures, or systems or whatever, inspired in the way you explain things visually, and I am very grateful about your videos!

    • @mapcrow
      @mapcrow  Год назад

      Oh thank you for the kind words! I'm so glad to hear these videos are helpful for you! While I'm proud of my work, I've only been able to learn because of so many wonderful folks sharing their knowledge and resources, so I want to try to do the same!! Cheers, Daniel!

  • @hideshiseyes2804
    @hideshiseyes2804 2 года назад

    Brilliant. I love the concept of Jacquaying and it looks even better with a beautiful isometric map.

  • @kevinhendryx665
    @kevinhendryx665 2 года назад +1

    Very good summation of the classic design formula for a D&D scenario. Liked the illustrated approach very much!

  • @hypersapien
    @hypersapien 2 года назад +3

    I prefer to Jamiroqaui the dungeon, but its difficult to travel without moving.

  • @alextrollip7707
    @alextrollip7707 2 года назад

    Ah man when you first mentioned the criteria I thought this was going to be one of those suggestions that end up just adding more prep for very little benefit in the game.
    But the last few sections.
    Flavourful options.
    Unique experiences
    Options for creating roleplay and character spotlights(rogue lockpi king door)
    I think it's great.
    Baldurs Gate 3(still in early access at this moment)
    Does this incredibly well
    (Spoiler I guess?)
    The first "dungeon" u get to is a cathedral.
    And the amount of options u get to enter is astounding for a video game.
    (In my few playthroughs)
    1. Big door where you meet companion. Rogue lockpick(u enter a trapped room so the rogue with some evasion get more spotlight) this puts u in the crypts below.
    2. The main above ground entrance.
    U have to fight some humanoids above. You can lie to the guard behind the door and says your his friends outside(charisma character spotlight)
    This leads you into the library for a straight fight with the enemies behind the door.
    3. Dropping the pillar hanging above a hole in the ground. (It's under construction and gives ranged characters something other than enemies to hit). This gives you the drop on the enemies in step 2. As you land in behind them(or was it on them)
    4. Back cave exit. I only noticed this leaving the dungeon the first time. But after the trapped room. In a nice crossroads of trap room. Exit cave. Humanoid entrance and the final boss. It all links up nicely.
    I never noticed how fun that was outright untill you explicitly mentioned it and explained it it in this video.

  • @aell.e
    @aell.e Год назад

    This is an amazing example. I mostly make overland maps but these concepts can be applied in a larger scale as well! 😊

  • @hjewkes
    @hjewkes 2 года назад +2

    Just discovered your channel. I would watch a whole series of these!

  • @marktownsend2198
    @marktownsend2198 2 года назад +2

    This was kind of amazing because I'm actually really familiar with all of these elements; Jaquaying from the Alexandria and the Pathfinder beginners box. I'm actually running the beginners box again this week for a new group of players. This is probably my 10th time running it because it is also my favorite starting dungeon. I will definitely be making these changes. This all just came together at the perfect time. Amazing.

    • @mapcrow
      @mapcrow  2 года назад

      Thank you so much for watching, and for the kind words!! If you run the dungeon with changes inspired by this video, let me know how it goes!!

  • @bluefish5
    @bluefish5 2 года назад

    I've been wondering how to Jaquay little 5 Room Dungeons like this. This was so useful, thank you!

  • @Alex-Rocks
    @Alex-Rocks 9 месяцев назад

    In my first ever DnD session, the DM had an optional route to the end of our first dungeon.
    It was a steep slope-like tunnel meant as an escape route for the enemies, however I asked if my rogue with a +6 in acrobatics could scale it.
    He let me, I rolled a 19 and with my rope I helped my party get up there...

  • @Proximax9
    @Proximax9 2 года назад +1

    This was really eye opening and I will definately be improving my dungeons in the future!

  • @Betruet
    @Betruet 2 года назад

    Not sure how I ended up here but I really enjoyed this video, thanks.

  • @Seranuelian
    @Seranuelian 2 года назад +1

    Great video. I really love the idea of drawing out a map like that.

  • @Arnsteel634
    @Arnsteel634 5 месяцев назад

    High ground. I’m sold

  • @nerdwerds
    @nerdwerds 2 года назад +1

    props for getting the name right!

  • @bbqgiraffe3766
    @bbqgiraffe3766 2 года назад +1

    thank you I extremely struggle with level design in my games this really helps lmao

  • @dirkvoltaar
    @dirkvoltaar 2 года назад

    This was great! I love seeing this concept visualized. Justin’s article is fantastic and this is a great visualization of it.

  • @manaworkshop
    @manaworkshop 2 года назад +1

    Thank you for all of the excellent dungeon advice

  • @steak3332
    @steak3332 Год назад

    great video and thank you so much for the grid paper 🙏

  • @10urion
    @10urion 2 года назад

    This was awesome to watch :D This dungeon was also my entry into PF 1e as a DM. My players loved it back then but this would definitely have made it even better.

  • @BlackbeltTRV
    @BlackbeltTRV 2 года назад +1

    Informative and practical; nice video!

  • @nothingnowhere1080
    @nothingnowhere1080 2 года назад

    This video just helped me make my games more fun for sure. Thank you!

  • @buzzzzard
    @buzzzzard 2 года назад

    Very nice Ideas on expanding and working on a map/dungeon! Love it

  • @Zappygunshot
    @Zappygunshot 2 года назад

    Great advice, it's just a few weeks too late for my first dungeon design (though it's an introductory dungeon set in a townhouse so not many options for entrances/loops) and my party's about to enter The Mists so it'll be a while before they get into anything new that I've personally designed, but it's certainly useful information to keep in mind!

  • @HipHopKitteh
    @HipHopKitteh 2 года назад

    Interesting. Some of the best Metroidvania video games employed these principles as well.

  • @mikefahey9910
    @mikefahey9910 3 месяца назад

    I like the ideas - thx so much!!

  • @cheychc
    @cheychc 3 года назад +2

    Very fun! thanks for the video!

    • @mapcrow
      @mapcrow  3 года назад

      Thank you for watching! And for the kind words!!

  • @cheesejuice_
    @cheesejuice_ 2 года назад +1

    try doing it the other way around. You know. Just roam a blank map and trace the route then build around it making sure everywhere you looked at will be something to put an eye on.

    • @mapcrow
      @mapcrow  2 года назад

      There are many wonderful systems for doing just that.

  • @Coffeemancer
    @Coffeemancer 2 года назад +9

    Easy mode entrace: Obvious entrance
    Medium entrance: Locked door in a graveyard or mausoleum with enemies surrounding entrance, requires knkowledge to find
    Hard mode entrance: Fall through a trap door into spider boss, no way to leave dungeon from this room

    • @mapcrow
      @mapcrow  2 года назад +2

      This is a great idea to think about it!!

    • @Demonwulf
      @Demonwulf 2 года назад +2

      Now you're thinking with Dark Souls.

  • @TheDejectedArtist
    @TheDejectedArtist Год назад

    Mind expanding 🤯

  • @thedeaderer8791
    @thedeaderer8791 2 года назад

    Dude this was soooo good

  • @filipr8386
    @filipr8386 2 года назад

    Music at 1:00 :
    Author: Aufhocker
    Album: Lordless
    Track: No Gods

  • @GeorgeHofmann2
    @GeorgeHofmann2 Год назад

    So good!

  • @dreddbolt
    @dreddbolt Год назад

    Definitely like re-purposing FPS arenas as dungeons.

  • @Wunder
    @Wunder 2 года назад

    Read the article as well as Slyflourish’s but seeing it laid out like this with a very nice iso map was very helpful. Thanks!

  • @thesudaneseprince9675
    @thesudaneseprince9675 2 года назад

    Beautiful video

  • @Hersatz
    @Hersatz 2 года назад

    Very insightful, regardless of the medium one might use the technique for.

  • @jamcdonald120
    @jamcdonald120 2 года назад +1

    Rule #1, multiple entrances
    Rule #2 Apply Rule #1 recursively
    Rule #3 Apply Rule #2 secretly

  • @MrNocturnalEmission
    @MrNocturnalEmission 2 года назад +1

    Algorithm is kicking in, see you at 7k subs soon.
    *Wow more like 10k soon at this rate.

  • @iglikagencheva593
    @iglikagencheva593 2 года назад

    This is amazing

  • @gonzaPaEst
    @gonzaPaEst 2 года назад

    Awesome video!

  • @pandoraeeris7860
    @pandoraeeris7860 2 года назад +1

    I love The Alexandrian.

  • @chrism6315
    @chrism6315 2 года назад

    Just like to say, from a worker angle, I respect not correcting the E at the start. We all got other shit to do.

  • @Warriormon87
    @Warriormon87 2 года назад

    Imagine being DMed by Map Crow but not getting to use awesome Map Crow maps in his game!

    • @Warriormon87
      @Warriormon87 2 года назад

      Or worse, finding out that your DM is Map Crow and that he's been holding out on you.

  • @rosemaryjones8586
    @rosemaryjones8586 2 года назад

    Super useful, thank you!

  • @TheLyricalCleric
    @TheLyricalCleric 2 года назад

    Perhaps a better term since we’ve all been getting her name wrong is “Jaquaysian Dungeon Design.”

    • @mapcrow
      @mapcrow  2 года назад +1

      Yes! I've made the corrections in the video description and comments to reflect this. When I get the chance later this summer, I plan on making a follow up video that will address this correction as well.

  • @AlanHaywood
    @AlanHaywood 2 года назад

    Thank you, a useful way of looking at dungeon design.
    A couple of questions:
    How would you give the dragon a way of leaving/entering his lair without messing up encounter sequence, a chimney perhaps?
    Could the measures each monster group takes to defend against the opthers add another layer of interest?

  • @jaredsmith6565
    @jaredsmith6565 2 года назад

    What type of graph paper is this and where can I find it? It looks awesome and I would love to utilize it :)
    Also, just found your channel. You've definitely gained a sub! This is amazing :)

  • @jokertim777
    @jokertim777 Год назад

    Good concise explanation of concept. However, your modifications to the map will also impact one under-discussed dungeon concept; chain reaction encounters and villain contingency planning. Adding new connections to areas will potentially transmit light/sound of party activity and alert/agro other (now connected) inhabitants of those areas.
    Does the dragon occasionally peek out of the smokey crack and get a heads up that her lair has been invaded? How will that change the encounter in her lair?
    Can the goblins be alerted to the party by hearing them slay spiders? What are their orders regarding intruders?
    Sometimes dungeon spaces are treated almost as pocket dimensions that can have no bearing on any other rooms/encounters no matter what the players do. And, while simple and easy to run, also lack the rich complexity of a more realistic nature of a layered defense and escalating tactics one would find when dealing with an intelligent opponent.

  • @chadfitch3293
    @chadfitch3293 2 года назад +1

    Great map!

    • @mapcrow
      @mapcrow  2 года назад

      Thank you so much!!

  • @andrewhaldenby4949
    @andrewhaldenby4949 2 года назад

    Brilliant ty!

  • @HowtoRPG
    @HowtoRPG Год назад

    Thanks.

  • @Nightrunner116
    @Nightrunner116 2 года назад +3

    Always trap the "easiest path". Its human nature to always seek the 'safest route'

  • @genaro192
    @genaro192 2 года назад

    Where did you found the music for this video? I absolutely love it!

  • @simonwilliamnoelmurray9179
    @simonwilliamnoelmurray9179 2 года назад

    The way you hold your pencil is maddening - But great video!

  • @leatherguru8904
    @leatherguru8904 2 года назад +2

    Where can I find this type of graph paper?

    • @mapcrow
      @mapcrow  2 года назад +2

      Well, I made it myself. Each diamond is 1cm by 2cm

  • @wbbartlett
    @wbbartlett 2 года назад

    How does the dragon get in and out? Hole in the roof of its chamber to fly through would be my choice but that give you a 5th entrance to consider.