Dungeon Design
Here's the thing. I very, very rarely do straight up dungeon-crawl types of games, even when I run D&D. A large part of this is that it's always been hard for me to /get/ the standard RPG dungeon. It's just not all that intuitive. But since some of my mind is sliding back towards classic fantasy gaming, I've been thinking about dungeon design. I think, as I create a dungeon, I need to work to establish a few things:
1. Original Purpose. Dungeons are rarely just...dungeons. People just do not dig a series of underground passages and fill it randomly with traps and monsters. So, what was it? A dungeon doesn't necessarily have to be underground...it could be a city, where some buildings have collapsed and only their undercellars are still standing, whereas some towers still rise a good thirty feet in the air.
2. Ecology. If there are monsters, are they living? If they're living, what do they /eat/? 'Adventurers', while a fun answer, is probably not sufficient, unless there's a godawful stream of adventuring fellows wandering in. I like the idea of mapping out areas where food is grown, or massive grubs are farmed. Also, midden heaps, living quarters, and 'territory'.
3. Traps. Traps are odd. If they were set by the original denizens...why? And why haven't they all been set or broken by now? What are they guarding? Unless your past civilization was particularly bloodthirsty, all traps do not have to be lethal, either. Many civilizations might simply want their intruders confined or knocked out, so that they can be caught. Later denizens, of course, may set cruder traps to guard territory and the like. But there should always be a /purpose/ to a trap.
4. Treasure. Mmmm, treasure. I like treasure! However, I'd like to see it come in more varied forms. Ancient books of lost knowledge, murals painted with pastes made from crushed gemstones, statuary and other objects of art, and so forth. Stuff that's fun and fits the setting.
1. Original Purpose. Dungeons are rarely just...dungeons. People just do not dig a series of underground passages and fill it randomly with traps and monsters. So, what was it? A dungeon doesn't necessarily have to be underground...it could be a city, where some buildings have collapsed and only their undercellars are still standing, whereas some towers still rise a good thirty feet in the air.
2. Ecology. If there are monsters, are they living? If they're living, what do they /eat/? 'Adventurers', while a fun answer, is probably not sufficient, unless there's a godawful stream of adventuring fellows wandering in. I like the idea of mapping out areas where food is grown, or massive grubs are farmed. Also, midden heaps, living quarters, and 'territory'.
3. Traps. Traps are odd. If they were set by the original denizens...why? And why haven't they all been set or broken by now? What are they guarding? Unless your past civilization was particularly bloodthirsty, all traps do not have to be lethal, either. Many civilizations might simply want their intruders confined or knocked out, so that they can be caught. Later denizens, of course, may set cruder traps to guard territory and the like. But there should always be a /purpose/ to a trap.
4. Treasure. Mmmm, treasure. I like treasure! However, I'd like to see it come in more varied forms. Ancient books of lost knowledge, murals painted with pastes made from crushed gemstones, statuary and other objects of art, and so forth. Stuff that's fun and fits the setting.
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I think that the bulk of published adventures are far better now then they have been, but there are still terrible omissions. Very rarely are there midden heaps anywhere in a castle, or garderobes. Dungeons are even worse.
The nastiest dungeon I've ever played was terribly realistic, if somewhat disgusting. It was a homebrew low-level creation, an abandoned dwarven mine that was now largely populated by two tribes of kobolds who mostly ate... each other. Traps were ever-present, set by each tribe to hunt the other.
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Is it perfect? No. The Caves of Chaos were still pretty tightly packed even so... but it could've been far, far worse.
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Traps are odd and fun and completely context reliant. I wish they were more appropriate to most Makes-Sense Dungeons; tombs and kobold-containing dungeons are the limiters if you want some common sense.
Dungeon ecologies are one of the most fun things about D&D for me; actually, all the different weird ecosystems D&D creates are a huge part of the fun. A D&D foodweb can be maddening using only published monsters - there's so few herbivores compared to the carnivorous horrors PCs like to fight.
As for #3 . ..
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