Better Dungeon Design in TTRPGs (Stop Railroading Your Players) | Art of the Game

Are your dungeons feeling too boring… like your players only have one path forward?
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Are your dungeons feeling too boring… like your players only have one path forward? In this episode of Art of the Game, we react to a dungeon design video from Dungeon Masterpiece and break down how to create better dungeons for tabletop RPGs. By borrowing ideas from video games, classic design principles, and real table experience, we explore how to build dungeons that feel open, engaging, and full of meaningful choices—without overwhelming your players. So how do you avoid railroading while still giving your dungeon structure? Let’s find out!

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Marx is the author of the non-fiction book Television on the Wild Wild Web, co-host of the podcast GenreTainment, co-host of DC Action Hour on YouTube, and creator of web series/films. He has been a panelist at various conventions, including San Diego Comic-Con, Boston Comic Con, Gen Con, and Dragon Con. As a professor, he teaches script analysis & film production. Click over to MarxPyle.com to learn more about him.
One Comment
  • Dominic Walsh
    28 May 2026 at 11:41 pm -

    I remember the old HeroQuest board (I’m that old lol) and how you could create all different kinds of dungeons on it depending on how each adventure’s game map laid them out.