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Be Awesome at Dungeon Design (Augmented Edition): How to Build Better Dungeons For Your Campaign

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Any GM can design a basic dungeon. A dedicated GM takes the extra time to craft exciting, logical and challenging dungeons that are so much more than a series of rooms stuffed full of monsters and treasure.

Be Awesome At Dungeon Design comprises over 200 pages of dungeon design advice from ENnie Award winning designer Creighton Broadhurst. Handling such subjects as a dungeon’s purpose, design, ecology, dressing and physicality as well as a score of ready-to-go dungeon dressing tables and more Be Awesome At Dungeon Design can help you build more awesome dungeons.

Whether you are a new GM just starting out, or a grizzled veteran, there’s something for you in Be Awesome at Dungeon Design.

Why You Should Take My Advice

In short, I've been around the block. I've been on both sides of the designer/publisher fence. In 1999, I started out as a hungry, wildly inexperienced and tremendously naive freelancer. Now, I'm a grizzled (nay veteran) publisher and editor who has written, edited and developed well in excess of 1,000,000 words of gaming content. I've written for big and small publishers alike and won an ENnie for Madness at Gardmore Abbey (2012 [Silver], Best Adventure). A partial list of my design credits Wizards of the Coast (Monster Manual V, Exemplars of Evil, Madness at Gardmore Abbey), Paizo Publishing (Dragon Magazine and Dungeon Magazine), Expeditious Retreat Press (Legacy of Darkness, Plague), Kobold Press (Deep Magic), Rite Publishing (Pathways magazine, Adventure Quarterly) and Raging Swan Press (Retribution, Shadowed Keep on the Borderlands, The Sunken Pyramid).

During my early freelance days, I was very lucky to have a mentor of sorts. Stephen Radney-MacFarland at the time was the RPGA's Big Cheese and my Living Greyhawk boss. During the course of the campaign, he gave me countless pointers and pieces of advice on how to commission, edit and develop modules. He gave me tremendous insights into the design process both in the campaign and at Wizards of the Coasts. (Luckily, he also didn't strangle me despite serious provocation on several occasion). During my time on the campaign, I worked on over 100 modules and wrote another 20 or so myself. I had a lot of time to practise his suggestions.

In 2010, I founded Raging Swan Press and have built it into one of the most successful, prolific and recognised publishers of Pathfinder compatible products in the multiverse. I've worked closely with dozens of freelancers and to date (November 2013), have released over 160 supplements, adventures and player aids. I want to share with you the insights and advice I've received over the years. I was lucky enough to have a mentor, but you might not.

I want to share with you the insights and advice I've received over the years. I was lucky enough to have a mentor, but you might not.

177 pages, Kindle Edition

Published November 30, 2017

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About the author

Creighton Broadhurst

45 books2 followers
Creighton is a keen gamer who passionately believes in the Open Gaming License and is dedicated to making his games as fun and easy to enjoy as possible for all participants. Reducing or removing entry barriers, simplifying pre‐game prep and easing the GM's workload are the key underpinning principles of the products he releases through Raging Swan Press.
Over the last 11 years, Creighton has worked with Expeditious Press, Paizo and Wizards of the Coast. He now releases his own products through Raging Swan Press. You can read his thoughts on game design at ragingswan.
livejournal.com.
Creighton lives in Torquay, England where, apparently, the palm trees are plastic and the weather is warm. He shares a ramshackle old mansion with his two children (“Genghis” and “Khan”) and his patient wife. Famed for his unending love affair with booze and pizza he is an enduring GREYHAWK fan.

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