|Image (cc) Tim Probert|
Separating the elements means more flexibility. Generally, the dungeon map doesn't care what monsters lie within and the monsters don't care what important treasures they guard. So if we plan loosely we can make it easier to change or add things on the fly.
- a handful of dungeon* maps, with or without notes about key features
- a page of magical or plot related items and a list of - or means to generate - treasure
- a page for each faction/threat with a few common monsters, and some sketches of common encounters at various levels if it's that kind of game
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* "Dungeon" meaning any location with threats and rewards spread across multiple areas; it could be a wilderness or a town just as easily as a literal dungeon.