When I started doing research about good dungeon design, I made an interesting observation. Pretty much everyone who is writing about the design of dungeons is talking specifically of the rather special case of megadungeons. I can understand the fascination with these massive places that can remain not fully explored even after multiple campaigns set inside of them. But when you start looking into the details of what people are writing about the design, you find a lot of recommendations that I don’t think carry over well into games of exploring multiple different dungeons over 1 to 4 sessions each.
The whole logistics are really quite different and the journey to and from the dungeon takes up a much bigger role in the campaign when the party constantly has to relocate their base camp. Like most advice that is around for worldbuilding, megadungeon advice mostly concerns itself with the really big pictures. But what seemingly gets overlooked is the small scale design of encounters and individual rooms. These are problems that a lot more GMs are having to deal with, yet it seems that nobody really has anything smart to say about this element. As a GM poorly experienced in running dungeon crawls, I’ve been doing a lot of searching for such information, but it appears to be curiously absent.