I sometimes think about dungeon design like this: Rooms are for nouns, corridors are for verbs.
Explaining what is going on there requires some background.
Why are corridors important at all? Many modern dungeons eschew them. I think part of the challenge is that writers publishing dungeons often want to fit an entire map floor on a single page of a book or PDF. Many otherwise very good dungeons feature cramped, close-together rooms because of product design, not dungeon design.
But those corridors serve important purposes, many of which are covered well here. So dungeons should have more corridors. How should we design them differently from rooms?
Dungeon Rooms Are Nouns
The room is defined first and foremost by its contents. The classic dungeon stocking options of “empty/monster/treasure/trap/special” are essentially noun-focused. Something may be happening in the room, but any action is derived from the contents. If you are GMing a minimally keyed dungeon, and the PCs approach a room that simply says “guard post: barricade, 3 goblins” you are going to intuit the action downstream of those nouns. Are the goblins alertly watching out for intruders? Or arguing with each other? Asleep? You may infer the answer, you may roll for it, but it is downstream of the contents. Rooms are noun-forward.
Dungeon Corridors Are Verbs
Corridors are typically not defined by their contents. I’m excluding a “great hall” or “foyer” here. We are talking about corridors that are exclusively transitional spaces between rooms. They are not defined by their contents but instead by action, by what is going on within them.
Wandering monster or random event tables are the classic way of adding verbs to corridors. I strongly agree with Fae Errant's linked post above that there’s typically no need to roll for wandering monsters in rooms; those rolls are doing the most work in corridors. Corridors ensure that there is always a cost to exploring.
Corridors ask:
- What are the players doing? Searching, sneaking, pursuing, fleeing? Consider the party's pace.
- What are the monsters doing? Consider using a the nested table style of Hot Springs Island, or the supplemental tables in The Monster Overhaul.
- What is the dungeon doing? Depending on the degree of motive agency we assign to the space itself, hazards and obstacles can be thought of as verbs the dungeon itself apples to corridors.
- Has time passed? Have torches guttered out? Spells expired? Corridors ask these questions.
- What has already happened during the delve? Is anything recurring? Is it time for any consequences of prior action to make themselves known?
- What has changed since the PCs last traversed a corridor? What is changing right now?
Touch Grass
The same ideas can apply outside the dungeon. For example, I usually use pointcrawls for outdoor exploration. Each location is very noun-heavy, but the paths between points are the place for verbs.
Thresholds Are Adjectives
This is less essential than the noun/verb distinction, but if you want to take it a step further, consider adjectives as thresholds. Adjectives are going to be relayed to the PCs when they first enter a room, then give way to the nouns as the room is explored in earnest. The adjectives serve to mark the transitional space. How is this room distinct from the corridor you are exiting? The adjectives are often most prominent when the PCs are still deciding whether or not to enter a space.
Adjectives can answer questions like the following:
- What hidden thing in the room should the PCs be looking for?
- What was the room recently used for?
- What was the room’s original purpose?
- What is most immediately noticeable sight, sound, and scent?

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