Ruffians' Cellar - 2020

Dungeons & Dragons Level Design

When the quarantine began, I felt it was the perfect opportunity to talk some of my friends into starting a Dungeons & Dragons campaign. I managed to convince five of them, but three had never played any kind of role-playing game, and the other two had played other systems, not D&D. Also, the campaign we were going to play was Tomb of Annihilation, known to be especially hard and brutal, recommended only for experienced players. That's when I came up with the idea of designing an introduction, a short mission that tied into the story, but served as a kind of tutorial to D&D and its most basic systems..

I wanted to include basic skill checks, basic interactions where they could test out their character's features (for example, the druid Wild Shaped into a cat in order to scout the dungeon's entrance) and easy combat, just to get used to the many terms of D&D like initiative, attack and damage rolls, and spellcasting.

Since at the time I was also partaking in the Level Design subject at university, I decided to make a level design document for the dungeon, and use this intro as the delivery for my first practical exercise. This LDD is a bit precarious, but served as a good stepping stone for the Fiery Catacombs project, which was also a practical exercise of the subject.