Dungeon Checklist
Overview
Dungeon Checklist frames a good adventure site as a bundle of different player-facing verbs rather than a linear sequence of fights. The checklist is useful because it forces the referee to include multiple reasons to explore, retreat, negotiate, and experiment.
The Seven Checks
- Something to steal: treasure or equivalent value that justifies entry.
- Something to be killed: straightforward combat pressure.
- Something to kill you: visibly dangerous threats that support player choice and self-scaling play.
- Different paths: branching structure that enables retreat, mastery, and varied approaches.
- Someone to talk to: social leverage inside the dungeon instead of pure obstacle flow.
- Something to experiment with: weird machinery, magical rules, or unexplained interactions.
- Something the players probably won't find: hidden depth that preserves wonder and rewards thoroughness.
Why It Matters
The checklist is a compact OSR design heuristic because it ties dungeon quality to decision density. A site built this way supports combat, exploration, social play, and discovery without needing heavy subsystem overhead.
Practical Use
Use the checklist as both a drafting prompt and a final audit. It is especially strong when combined with procedures that reward retreat, partial information, and re-entry.
See Also
- Tekumel-style Underworld Structure - Macro-scale dungeon architecture for supporting multiple routes and scenario clusters
- Dungeon Adventuring - OSE SRD - Turn structure and default procedure stack for running those spaces at the table
- Sandbox Generator - Broader procedural toolkit for generating sites, landmarks, and factions around the dungeon
Sources
- https://goblinpunch.blogspot.com/2016/01/dungeon-checklist.html