The Lost Art of Dungeon-Crawling

There is a certain type of adventure that in recent years seems to have fallen out of popularity: dungeons.

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Picture courtesy of Pixabay.

"I Look Up!"

The release of several old D&D modules got me looking at some of these old original adventures, and they are quite eye-opening on the subject of dungeon design. These are the first games of D&D we played and while some are a little dated, it's easy to see why they kept us playing. While almost everything in those adventures was dangerous, there was magic and mystery in the rooms you found. There were rooms with strange orbs suspended from the ceiling; mysterious indoor gardens full of medicinal plants, poison and monsters; ghostly feasts that share a tragic history; and mysterious keys guarded with fiendish traps.

I think I know why dungeons fell out of vogue. Way back in the early 80s we discovered city adventuring. Modules then became quests or investigations across a cityscape full of NPCs and role-play opportunities with all manner of details and cultures. This new way of gaming outside a maze opened a whole new sandbox. This change in adventure design opened new vistas for adventurers, but crowded out the traditional dungeon crawl as a result.

A Return to Form

Luckily, in recent years we have seen a more interesting return to dungeons. More designers are coming back to them and trying to break the myth. Mork Borg has its share and a other ‘old school’ games have sought to blow the dust off the idea of raiding underground facilities. Its fun to dive into these lairs once again, and a simple diversion from what has become the usual kind of game. While I’m certainly more on the side of narrative play and character interaction, sometimes it is nice to know that you just need to pick a door rather than work out the villain’s plot and craft an elegant plan (that one of the players may just ignore anyway).

If you are thinking of crafting a dungeon of your own, here's a few pointers.

Give the Place A Reason

Whether it is an old ruin or an underground laboratory, make sure the dungeon has a reason to exist and some sort of history. A hole in the ground isn’t very interesting so give it a back-story, even just a small one. It might be a tomb, an old ruin creatures have taken over or a lab where magic went wrong. It need not be especially clever, just as long as you can place it in your setting.

A Dungeon Need Not Be an Actual Dungeon

What you are creating is a place full of rooms linked with doors and corridors, so it need not be underground. A house or a castle is basically the same, as is a sky city, large airship, underwater citadel or even a walled in town (put a roof on real world Venice and you have an epic dungeon).

Don’t Construct It with Only One Path

When you are making a lot of cool stuff it is very tempting to make sure none of it gets missed. But you should avoid the temptation for having only one path through the dungeon that takes in every room. If the player characters miss out rooms 34-48, you can use them in the next adventure. Nothing is wasted. But if you insist they follow one path you are ruining the fun of exploring a dungeon and taking away the agency of choice. If you offer several different paths, when they enter the room of certain death you can point out with a clear conscience that they didn’t have to open the black door with the skull on the front.

Corridors Are Rooms Too

Don’t reserve encounters just for rooms. They can happen anywhere in the dungeon, in corridors, on stairwells; anywhere the player characters don’t expect one.

Add Some Mystery Not Just Monsters

While you will need a few monsters to fight to gain some treasure, put in traps and just weird stuff too. Not everything need be deadly, just something weird to make the player characters think can be fun too, if only to cross a room (the Crystal Maze will be a big help here). With magic in the world you can put some very odd places in a dungeon. Just imagine something that would look strange and enticing when they open the door and then figure out what it does. It might be a room full of glass spheres, a garden with odd looking plants, a table set for a feast with only statues as guests. The weirder the room the more the player characters will be intrigued.

Make Sure There Are A Variety of Encounters

This relates to the above; don’t rely on one sort of encounter. Make sure you have a mixture of traps, monsters, weird rooms and role play encounters. Try to avoid having the same type of room twice in a row if you can.

Don’t Skimp on the Role-Play

Even dragons might chat; just because it is a dungeon doesn't mean there are opportunities to role play. Trapped creatures, intelligent monsters under a curse or a contract and even the odd guard might be talked to as easily as fought. You can let the player character make this decision, by who they choose to attack on sight. But remind them that they can talk their way out of situations as well.

Make Every Door Worth Opening

If you do the job right, each door the player characters come across will fill them with a mixture of fear and anticipation. What lies beyond this door, a trap, a fearful death, untold riches or wild magic? If a room or encounter doesn’t’ feel that interesting to you, cut it from your dungeon. Maybe consider it a little and use it later on when you’ve made it work better. A dungeon need not be a sprawl, and a shorter one has the advantage of potentially allowing the player characters to escape and try another one some other day.
 

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Andrew Peregrine

Andrew Peregrine

I think the GM is there to serve up entertainment like a RPG.

That involves giving them something to get their teeth into beyond rooms filled with creatures.

Dungeons struggle to deal very well with events. As a result of being fixed places, largely waiting for Players to interact with them.
No and No! The GM is not there to serve up entertainment! It is a game with players, one of whom is a GM. It is incumbent upon all players to ensure a good time is had by all. It is not one person's responsibility.

Dungeons deal very well with events. They are supposed to be living, breathing environments that can function quite happily without PCs there. Now, PCs interaction with this ecosystem is what makes the game in play...
 

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Three easy things to do to reduce the incentive for combat in dungeons (or in general really):

1. Give monsters an agenda or instinct other than "Kill all adventurers."

2. Eliminate experience points for combat challenges. Offer XP for exploration or social challenges only or for treasure on a 1 GP: 1 XP basis.

3. Put treasure behind exploration challenges rather than on monsters to be killed and looted.
 

No and No! The GM is not there to serve up entertainment! It is a game with players, one of whom is a GM. It is incumbent upon all players to ensure a good time is had by all. It is not one person's responsibility.

Dungeons deal very well with events. They are supposed to be living, breathing environments that can function quite happily without PCs there. Now, PCs interaction with this ecosystem is what makes the game in play...
I didn’t say it was one persons responsibility to ensure a good time is had. I just said the GM serves it up.

Can you evidence your second assertion? Because the big dungeons I’ve seen Rappan Athuk, Slumbering Tsar, Undermountain, Castle Greyhawk etc don’t deal with events at all in a significant way.
 

I didn’t say it was one persons responsibility to ensure a good time is had. I just said the GM serves it up.

Can you evidence your second assertion? Because the big dungeons I’ve seen Rappan Athuk, Slumbering Tsar, Undermountain, Castle Greyhawk etc don’t deal with events at all in a significant way.
Yes, Serves it up. As in to serv, to be a servant.

It would depend on how you define events and view them. Obviously, a written module will generally be static on the pages (though some will discuss patrols etc). The DM's responsibility (for indeed if that is what you were intending to say, a DM has a larger responsibility) is to dynamically create responses and events based on the player's actions, using the adventure as a guide. This isn't something that can be conveyed in a written module as of course, the author has no idea what your players do. Which is why we have DMs and it's not just computer run...
 

I think this misconception mostly arises from computer game dungeon crawlers (Diablo as well as MMO "raids"), as well as the fact that man of the early well known D&D dungeon modules were designed for tournament play and so had more combat than might otherwise have occurred. When I think of dungeon crawling, I think of exploration first. Sure, you are going to fight some monsters but that's hardly the point of the exercise. (Unless it is and that's what your table wants.)
In my case it arises from 37 years of playing D&D. I have yet to play in a dungeoncrawl that wasn't 95% combat. Most dungeons don't have much to explore. They have rooms with monsters. They have hallways with occasional traps, maybe a secret door...that leads to a hidden room...with monsters. There's not much in the way of stuff to explore, unless you count looting bodies as exploration. Which I don't.
As it relates to role-playing opportunities, I think a lot of people forget that role-playing between the players is, in fact role-playing and is just as rewarding, if not more, than chatting up the shopkeeper. Moreover, the failure to recognize this belies a problem I think is growing increasingly common and worse in the modern gaming landscape: many players seem to think that the GM is there to serve up entertainment to the players like a TV show or film, instead of facilitating fun for everyone involved.
Yes, role-playing between the PCs is role-playing. Which is why I didn't use that term. I used the term interaction. Because interaction is role-playing between the PCs and NPCs. I don't count telling a goblin how you're going to gut them as really that much interaction.
There's just a hint of entitlement in "working factions against each other isn't good enough." Now, everyone has their preferences, but I think complaints of this sort are at least partially a result of the Mercer Effect.
Playing factions off against each other is rather old hat. It's been around since at least, what...B2...B4. That's the first I encountered it. Though they were published in 1980 (B2) and 1982 (B4), I didn't play through those until 1984-1986...ish. Is that really still the best we can do? It has nothing to do with Mercer, it's a nearly 40 year-old trope. It's stale. It's been done. To death. It might have been interesting once, maybe twice. But 40 years on? It's duller than dirt.
 

No and No! The GM is not there to serve up entertainment! It is a game with players, one of whom is a GM. It is incumbent upon all players to ensure a good time is had by all. It is not one person's responsibility.
That is partially true. It's more true to say that the DM is a player and it's the responsibility of all the players to ensure a good time is had by all...but the DM has a drastically more important role and drastically more responsibility in that equation. To deny that fact is to fail to understand what RPGs are. The work involved to ensure everyone has a good time is not equally shared. The players have to make characters and prep a backstory. The DM has to make or buy content and do all the necessary prep work to run that content. To say the players put in equal work and have equal responsibility is where the entitlement comes in. It sounds like handing out participation trophies for just showing up. Sorry, but saying the DM and players are on equal footing is bollocks.
 

Well, how many plots and subs does one suspect in my Greyhawk Sewers and Catacombs (from BitD), linked to the City, Castle and Outdoor (and even Planar) happenings (and all the associated discovery and RP events transpiring therefrom)? If you say more than a dozen, you win the golden cookie! But this also points to my first assertion: DCs are best when you design them yourself.

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If the DM says, "You have to go here or do that" then there is no player agency.

If the player says that DMs "must do this or that" for them then there is no DM agency.

If a DM says "You hear this rumor about a golden squid," the player is not obligated to follow up on said rumor.

If the player says, "I want to go there, or send my NPC there, or have my sage research this or that," then the DM is obligated to accommodate these wishes to the extent possible/probable.

The last point infers that the player(s) have direct influence on the world-building arc as instituted through the medium of the all-knowing DM. The players + DM are the central, dynamic and shared system in RPGs. To what extent can differ wildly. YMMV.
 

In my case it arises from 37 years of playing D&D. I have yet to play in a dungeoncrawl that wasn't 95% combat. Most dungeons don't have much to explore. They have rooms with monsters. They have hallways with occasional traps, maybe a secret door...that leads to a hidden room...with monsters. There's not much in the way of stuff to explore, unless you count looting bodies as exploration. Which I don't.
Don't you think it is possible you have been playing with DMs that don't do it very well?

Yes, role-playing between the PCs is role-playing. Which is why I didn't use that term. I used the term interaction. Because interaction is role-playing between the PCs and NPCs. I don't count telling a goblin how you're going to gut them as really that much interaction.
How unimaginative.

Playing factions off against each other is rather old hat. It's been around since at least, what...B2...B4. That's the first I encountered it. Though they were published in 1980 (B2) and 1982 (B4), I didn't play through those until 1984-1986...ish. Is that really still the best we can do? It has nothing to do with Mercer, it's a nearly 40 year-old trope. It's stale. It's been done. To death. It might have been interesting once, maybe twice. But 40 years on? It's duller than dirt.
Wait, i thought you said in your experience dungeons were just combat. So how can dealing with factions be a tired old trope.

It sound to me like you just don't like dungeons. That's fine. Everyone has their preferences. But we shouldn't pretend our preferences represent any sort of objective truth.
 

I think the GM is there to serve up entertainment like a RPG.

That involves giving them something to get their teeth into beyond rooms filled with creatures.

Dungeons struggle to deal very well with events. As a result of being fixed places, largely waiting for Players to interact with them.
Dungeons are settings. They are the places where events happen. The events themselves are the plot, the adventure.

Imagine that an evil cult leader was found out and driven out of town (perhaps even by the PCs) and has gone to ground to perform a nasty ritual that will grant him revenge on his enemies. If he completes the ritual, woe to the innocent! The PCs have to find him and stop him before time runs out. Typical adventure plot stuff.

Now put him in the dungeon.
 

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