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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.

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

Hussar

Legend
To be fair, there have been some pretty good dungeon crawl adventures for 5e. Phandelver, which is rock solid, manages to hit all the high points for a beginner adventure It is something of a shame that it hasn't really seen any expansion since the very early days. I think this is a well that could be dipped into more than a few times to serve as a template for DM's to develop campaigns.
 

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To be fair, there have been some pretty good dungeon crawl adventures for 5e. Phandelver, which is rock solid, manages to hit all the high points for a beginner adventure It is something of a shame that it hasn't really seen any expansion since the very early days. I think this is a well that could be dipped into more than a few times to serve as a template for DM's to develop campaigns.
Yeah. Just like TOEE it appears to be an isolated and overlooked example. Perhaps a categorization of all well-rounded DCs is in order? At least for the sake of establishing some traction with what appears to be a revival. Though I don't like beating dead horses, I still maintain that the best DCs are those personally created for specific campaign use; and thus the VAST majority of those examples are not in public view because of that.
 

TheSword

Legend
I think that's kind of a wild assumption there. You're thinking of the kind of inept exclusionary stuff that's boring/irritating for everyone not directly part of it, but people who know what they're doing can make that sort of RP non-exclusionary and highly entertaining. I dunno about you, but I've seen both. Some people are just not capable of doing it "right", sure, but others, either they work it out, or they just innately have an instinct that makes it work.

There's not really any clear line between soap opera and adventure story, either, and indeed they're often combined (c.f. everything from Farscape to Romancing the Stone).

Certainly with people who aren't adept at that kind of thing, one definitely wants to go with adventure story, but not everyone is inept in the way you're describing.
Romance angst isn’t why I roleplay. Watching two players invent a romance also isn’t what I’m interested in seeing.

I think you’re confusing soap opera with romance.
 

To be fair, there have been some pretty good dungeon crawl adventures for 5e. Phandelver, which is rock solid, manages to hit all the high points for a beginner adventure It is something of a shame that it hasn't really seen any expansion since the very early days. I think this is a well that could be dipped into more than a few times to serve as a template for DM's to develop campaigns.
they need to make more of this and stay away from mega dungeons such as barrier peaks. these mega dungeons are great but after a while thye get a little silly.

Id get the creative team together on the starter set and come up with a new 1
book 1 intro rules
book 2 low level adventure
book 3- a mid level-high level adventure

Go back to the Strahd adventure-theres something in this that just works. The advetnure mostly flows with an interesting villain. Its much easier to run than Rime. Rime has a neat concept but its clear it was overhyped. Same goes with storm things thunder etc. They don't flow like Strahd does and the original starter. They flow like a good narrative should without railroading you.

Strahd is on its 3rd/4th (if you count ravenloft ) enhanced copy and they keep adding to it
 

While I agree that dungeons don’t have to be static locations, and usually aren‘t when they’re being run by an experienced and creative DM, I do have to agree that published dungeons rarely include dynamic events. Other than some notes that faction A is in a struggle with faction B over location X, and the occasional details of how an organized group responds to repeated forays by PCs, dungeon write-ups are largely inert.

I‘d like to see more dynamic situations fleshed out, like the timing of the movements and relocation of monsters, detailed tactics around ambushes and hunting parties, big events that dramatically change the environment or the balance of power, and time-sensitive crisis that the PCs have to respond to. For whatever reason, whether its conservatism or just page count, designers have been reluctant to include that sort of content in published dungeons.

For example, Rappan Athuk has been republished many times, and each time we get more levels and more locations. To the point where nobody is ever going to use even half the content of the latest iteration. But there is still very little explanation of the bad guys, their agenda, tactics, alliances, and movements. All it would take is maybe 7-8 pages to provide some dynamic content and guidance. But instead we get 50 or 60 more rooms to tack into the 1,374 already in the dungeon.
 
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Romance angst isn’t why I roleplay. Watching two players invent a romance also isn’t what I’m interested in seeing.

I think you’re confusing soap opera with romance.
Ok, but you weren't saying "Oh that's fine, I just don't like it!", you were expressing the view that it was automatically bad and hinting that it can be exclusionary - the latter is correct, if it's badly done it totally can be - but if it's not, and it doesn't steal the spotlight, it fits well with adventure. Stealing the spotlight whilst excluding some of the group is the real problem that stuff can have.

Soap opera and romance are intertwined.
 

kenada

Legend
Supporter
For whatever reason, whether its conservatism or just page count, designers have been reluctant to include that sort of content in published dungeons.
If this thread is any indication, many people want and expect their adventures to be story-driven. In those kinds of adventures, dungeons are a framing device. The difference between a cave and a mansion is one has dungier walls and poorer lighting than the other. Along with those who buy adventures to read them, they’re just giving people what they apparently want.

Anyway, there are still adventures and systems being written and designed for dynamic dungeon play. You’re just not likely to see them coming from WotC or Paizo. Even when they do release a system that has an exploration procedure (like Pathfinder 2e), adventures are still story-driven affairs (for presumably the above reasons).
 


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