Does Every D&D Adventure Need a Dungeon?

 


By Charlie Stayton, Behind the Die

When you think of Dungeons & Dragons, the name itself conjures up images of deep, dark caverns filled with monsters, traps, and treasure. But does every D&D adventure need a dungeon? The short answer: not necessarily. While dungeons can be an essential part of many campaigns, they aren't a requirement for a compelling adventure. Let’s explore the pros and cons of including a dungeon in your game.

The Pros of Including a Dungeon

  1. Classic Exploration and Challenge
    Dungeons are a staple of D&D for a reason. They provide a structured environment for exploration, puzzles, and combat encounters. Players enjoy the thrill of uncovering secrets, solving traps, and battling foes in confined spaces.
  2. Tactical Combat Opportunities
    A well-designed dungeon can make combat more engaging, offering obstacles, chokepoints, and environmental hazards that encourage strategic play. Fighting in a haunted catacomb or lava-filled fortress can add layers of excitement.
  3. Sense of Progression and Accomplishment
    The deeper players go, the more they feel they are achieving something. The structure of a dungeon often builds suspense, rewarding players with loot, story revelations, or powerful foes to conquer.
  4. Self-Contained Storytelling
    A dungeon can house an entire micro-story—maybe it’s an ancient ruin holding a long-lost secret, or a bandit hideout revealing a political conspiracy. Dungeons let you tell focused narratives within your broader campaign.

The Cons of Including a Dungeon

  1. Can Feel Restrictive
    Some players prefer open-world adventures where they can roam freely. A dungeon’s linear or confined nature might make them feel trapped, limiting roleplay and creative problem-solving.
  2. Potential for Repetitiveness
    If every adventure involves another dungeon crawl, it can start to feel predictable. Overuse of the same structure—traps, combat, treasure, repeat—may lessen the excitement over time.
  3. May Not Fit Every Story
    Not every adventure calls for a dungeon. A political intrigue campaign might focus on courtly schemes and espionage, while a city-based mystery may never require venturing underground. Forcing a dungeon into an ill-fitting narrative can feel unnatural.
  4. Risk of Slowing Down the Game
    Dungeons can sometimes drag, especially if they involve excessive backtracking, too many repetitive encounters, or puzzles that stall progress. A long dungeon crawl can bog down momentum if not carefully paced.

Alternatives to Dungeons

If a traditional dungeon doesn’t suit your adventure, consider alternative settings that provide similar excitement:

  • Haunted Manor: A single sprawling estate full of ghosts, hidden passages, and supernatural threats.
  • Urban Underworld: A thieves’ guild hideout or sewer system beneath a bustling city.
  • Enchanted Forest: A twisting, magical grove filled with illusions and Fey trickery.
  • Sky Fortress: A floating castle, requiring aerial travel and navigation challenges.
  • Political Web: A series of social encounters where deception and diplomacy replace physical traps.

Final Verdict

While dungeons remain a beloved part of D&D, they aren’t a necessity for a great adventure. Whether or not you include one should depend on your campaign’s themes, your players’ preferences, and the type of story you want to tell. Sometimes, the best dungeon is no dungeon at all.

Do you prefer dungeons in your adventures, or do you enjoy campaigns that take a different approach? Let’s discuss!

 

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