This is a brilliant list!
My only quibble with it would be the bit I bolded, in that resource management would need at least a mention if not a deeper dive. Food and water in particular, along with consumable light sources.
Yeah I should have written "not
necessarily counting torches". I know management of supplies is considered, by some, a necessary component of true dungeon delving, and it may be necessary to full replicate the original D&D experience, but I don't think it's
necessary to provide tension and suspense.
@Manbearcat said, I think in the other thread, that "load out" was a requisite or important component. I get the sentiment, but I don't think the level of granularity that requires specifying how many iron spikes and how much chalk dust and a million other things is needed. I kind of like the system in Five Torches Deep, in which you specify how many "load" units of various categories you are bringing, without having to specify each individual item.
I've toyed around with designing some rules where you just specify what weight/encumbrance of additional supplies you are bringing, and the higher the number the higher the probability that you have any one particular item, that also factors in how rare/unusual the item is (as determined by the DM). You are more likely to have a bit of rope than you are to have a sausage grinder, but the guy who brought 50 pounds of supplies is twice as likely to have either as the guy who brought 25 pounds of supplies.
Things I'd add to the list:
--- in the light-and-darkness piece, a section on night vision and its effectiveness (or lack thereof)
--- a brief primer on different types of light sources and their effectiveness (torches, lanterns, various light-emitting spells, etc.)
--- a reminder that dungeons can be 3D environments; a section on verticality and how to incorporate/use it effectively
--- in the "how to design" piece, a note that any constructed dungeon was originally built for a purpose, even if that purpose has long since become irrelevant, and that the design should reflect that original purpose
Maybe with a whole list of ideas about dungeons that were built for purpose A but is now being used for purpose B, and how some features might have been repurposed.
--- a section specifically devoted to "natural" dungeons or cavern complexes (as opposed to the constructed ones with nice neat 10'-wide hallways), including what might grow/live there, natural hazards e.g. trapped gases, etc.
Yes. Maybe in addition to Traps, Puzzles, and Secret Doors there's a section on Hazards. Really I'd be thrilled with just an encyclopedia of those things (one volume per category!)