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Dungeon Crawl Classics #9: Dungeon Geomorphs Review -- December 3, 2004

By John Grigsby, Staff Reviewer

Available at FRP Games


Dungeon Crawl Classics #9: Dungeon Geomorphs (d20)
Retail $10.99 Sale $8.79

Initiative Round
Dungeon Crawl Classics #9: Dungeon Geomorphs is a roleplaying supplement from Goodman Games. This is a 32-page black-and-white softcover featuring the cartography skills of Clayton Bunce. The cover art by Chuck Whelon features a minotaur and a warrior maiden fighting over an open-top dungeon in the background. Dungeon Crawl Classics #9: Dungeon Geomorphs retails for $10.99.

Many of you will be too young, but some might remember the old Dungeon Geomorphs sets released by TSR back in the late 70's. I remember my set fondly, and the many hours that I spent mapping out dungeons using those little pieces of stiffened cardboard. Well, the glory days are back, with Goodman Games' Dungeon Crawl Classics #9: Dungeon Geomorphs.

This 32-page softcover book contains 120 map segments, each printed on a grid 14 squares wide by 19 squares long, with 4 map segments to a page. The segments depict a variety of caverns, castles, hallways, lairs, dungeons, mazes, and temples, as well as two blank geomorphs so that you can devise your own (of course, if you had time to devise your own, why would you need this book?). The segments have no compass, so they can be oriented to whatever angle best fits your maps. Each segment has two exits on each side, conveniently places so that they can connect to the exits of any other segment.

Ideally, the GM should photocopy the desired segments, cut them apart, and then arrange them as desired to create a dungeon that suits your needs. None of the rooms is numbered, so you're free to use them however you please. As for myself, I just use them as a guideline, then open Campaign Cartographer and go to work. I'm even working on CC2 templates of each segment, so that all I have to do is copy them into a map I'm working on! (Sorry, I cannot offer them for distribution.)

Critical Hit
For a quickie dungeon, or to help jumpstart the design process, these templates are invaluable. Pick one that suits your needs, insert it as the center of your dungeon and build onto it from there. If you find yourself stuck for how to finish as small area, grab a template or two and go to it!

Critical Fumble
Having the exits in the same place on each map works fine, if you keep the vertical/horizontal orientation the same throughout, but try turning one of the tiles and see what happens! Also, while it's possible to design an entire dungeon using the templates, you're going to need to do some adjusting or players will catch on after a while, especially if they are the type to keep careful maps.

Coup de Grace
Overall, this isn't a bad deal for $11. If nothing else, you've got the makings of a quickie dungeon for an unexpected adventure one night or if your players wander into an area you haven't mapped yet. Just drop in a few encounters and BAM! Instant dungeon!

On the other hand, if you're one of those people who take great pride in every dungeon you make, making sure that everything is consistent with the greater plan and lovingly detailing the method for opening each and every secret door, then you're going to find yourself disappointed with this product. This is designed for those of us who don't have the time to sit down and produce a well-thought dungeon that fits into our campaign like a glove.

Final Grade: B+

Re: Dungeon Crawl Classics #9: Dungeon Geomorphs Review -- Decem

Good review. I think it is great that Goodman Games brought these back. It was a good tool back then when I used them (I had the old TSR set) and I think it will help the younger gamers of today create their own adventures.

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