Even as a game with dungeons in the title, Dungeons & Dragons offers zero advice for dungeon masters aiming to run dungeons. The game provides plenty of help for the solo fun of sitting with a blank sheet of graph paper and designing dungeons, but nothing for sitting behind a DM screen across from players entering the underworld.
65% designing dungeons
35% exploring dungeons
0% running dungeons
To be fair, the 0% appears because I never counted D&D’s original volume 3, Underworld & Wilderness Adventures. That book includes Gary Gygax’s attempt to describe dungeon crawls in terms familiar to miniature-wargame grognards. So the explanation has parties taking turns marking inches of movement. Today, only groups seeking D&D’s roots attempt such formality.
Why so few tips for running the dungeon part of a dungeon adventure?
Partly, we givers of advice tend to suppose that dungeon masters already know how to master dungeons. After all, the game’s 3-step loop works underground. (1) Describe the situation. (2) Ask what the players want to do. (3) Resolve the action. Newcomers easily learn these 3 steps at the heart of roleplaying games, becoming players and potentially DMs. Beyond that, most advice for game masters works perfectly well underground.
Also, dungeon advice can prove situational. That original procedure with turns and movement works fine in a mythic underworld, but in other locations it amounts to tedium.
Still, when I started writing tips for running dungeons, and then asked for help from D&D fans on Twitter, I uncovered plenty of help specific to running secrets and challenges mapped on a sheet of graph paper. In a follow-up post, I reveal my favorite tip.