>>95939973 (OP)>prefer your dungeons vertical or horizontal? Tall/Deep Dungeon or Wide and Sprawling?Yes. Fortunately my players enjoy dungeon crawling so I get to do a lot of dungeons, and I try to have variety. Ultimately a tight place that goes up/down (i.e. small castle, wizard tower) is better imo, but it takes more effort to design well.
>How do you feel about traps?I'm in a bit of a vicious cycle, I include traps so that players who made characters good at handling them not feel useless, then players see I included traps so they make characters good at handling them.
I try to place them in places where they'd reasonably be placed for actual defences, and especially frequently for optional side treasures etc. Hazards and obstacles the other anon mentioned are my fave too, a dungeon almost doesn't feel complete without a chasm filled with spikes/acid/snakes and it's up to players to find a way to deal with it.
One thing I want to try having more is spotting and handling traps more by description rather than just plain rolling, but I'm not sure about how to handle it. I suppose for spotting I should just give a dry visual description on successful roll, "you see a pressure plate and on the walls a vertical pattern of 8 holes of a size you could fit your thumb into, and there's a barely visible magical sigil on the ceiling" rather than "you see a wall spear trap and a magic trap".
For disarming I'm thinking of making the roll difficulty overall higher, but then hand out generous bonuses for actually suggesting ways of disarming the traps.