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

That's not what dungeons or any other setting can do. No one but you knows what is perfect for your group. It doesn't matter if it is a dungeon, a city or a dark forest: all a designer can do is give you a well thought out, interesting, challenging, malleable locale you can use for the adventures YOU design for your group.
@Reynard I had addressed this point outside-in in a prior post. There is the point of instant demand these days and because of that a faction/fraction of those who will be resistant to the DIY approach, however sparse. It does bring up another thought. Are adventures primarily being used AS-IS these days? It would seem that Pathfinder APs fit this category?

"...It would have to be so campaign neutral that additional work would have to be done to graft it; and is that other than a minority view of doing things these days in this plug-n-play, instant gratification-oriented environment?"
 

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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.
Did a bit of searching and came up with this extra find. This chap and his group went gonzo with Phandelver, added extra maps and game materials. Very good to see!

Lost Mine of Phandelver Campaign Resources
 

Reynard

Legend
@Reynard I had addressed this point outside-in in a prior post. There is the point of instant demand these days and because of that a faction/fraction of those who will be resistant to the DIY approach, however sparse. It does bring up another thought. Are adventures primarily being used AS-IS these days? It would seem that Pathfinder APs fit this category?

"...It would have to be so campaign neutral that additional work would have to be done to graft it; and is that other than a minority view of doing things these days in this plug-n-play, instant gratification-oriented environment?"
I only recently started running pre written adventures successfully. I have always been a "home brew" GM (with a few exceptions for really great dungeons/adventures such as Sunless Citadel). This is mostly driven by plating on Fantasy Grounds where I find it more difficult to improvise than at the table for sundry reasons (though I am getting better).

That said, I still highly modify the adventures I run. Waterdeep: Dragon Heist is a particular example. I treated it more as a setting with a situation presented, because as an actual adventure it was very weak. But it was made up of some great bits, which I employed. Descent into Avernus was a little different: I embraced the railroad and used improvisation to make it my own.
 

I only recently started running pre written adventures successfully. I have always been a "home brew" GM (with a few exceptions for really great dungeons/adventures such as Sunless Citadel). This is mostly driven by plating on Fantasy Grounds where I find it more difficult to improvise than at the table for sundry reasons (though I am getting better).

That said, I still highly modify the adventures I run. Waterdeep: Dragon Heist is a particular example. I treated it more as a setting with a situation presented, because as an actual adventure it was very weak. But it was made up of some great bits, which I employed. Descent into Avernus was a little different: I embraced the railroad and used improvisation to make it my own.
Well that does explain your philosophy via hands-on investment. You're the UR-dm. ;) And UR-dms have to be designers. I wish you luck while engaging pre-made philosophies these days, the borrowed rather than forged. :)
 

overgeeked

B/X Known World
@overgeeked I think you are asking for something that is a little nonsensical. You want the publisher to create a dungeon adventure that suits your group perfectly.
No. And I never said I did. I just want a dungeon that's not 95% combat. If that makes you think I want a designer and publisher to tailor make an adventure to perfectly suit me and my group...I don't know what to tell you.
That's not what dungeons or any other setting can do. No one but you knows what is perfect for your group. It doesn't matter if it is a dungeon, a city or a dark forest: all a designer can do is give you a well thought out, interesting, challenging, malleable locale you can use for the adventures YOU design for your group.
It would be a monumental step up if even a fraction of dungeons as published were anything approaching "well thought out, interesting, [or] challenging." They're typically just bust open a door, kill what's in the room, bust open a door...
Also I don't buy the idea that dungeons are inherently filled with the illusion of choice.
Again, I never said they were.
Nor do I buy that the open hexcrawl necessarily offers more MEANINGFUL choice: everyone's time is limited and no one can design infinite choices. If you are going to rely on random encounter tables in the hexcrawl to call it infinite, you can do the same thing with a random dungeon generator.
Never said I would.
There's nothing wrong with preferring wilderness hexcrawls to dungeon delving but it isn't inherently better or more free. It usually comes down to the GM regarding how "free" any structure is, not the structure itself.
I disagree. If it's a true hexcrawl, the DM has prepped a hex map with various interesting locales and leaves the PCs to go in whichever direction they want. If it's a dungeoncrawl, the DM has prepped a fixed map with limited choices where the PCs can go. That's the difference. In a hexcrawl, you can pick a direction and go. In a dungeoncrawl, you get to go wherever the DM has decided you get to go. That's a vast difference. Sorry if you can't see the difference.
 

Reynard

Legend
No. And I never said I did. I just want a dungeon that's not 95% combat. If that makes you think I want a designer and publisher to tailor make an adventure to perfectly suit me and my group...I don't know what to tell you.

It would be a monumental step up if even a fraction of dungeons as published were anything approaching "well thought out, interesting, [or] challenging." They're typically just bust open a door, kill what's in the room, bust open a door...

Again, I never said they were.

Never said I would.

I disagree. If it's a true hexcrawl, the DM has prepped a hex map with various interesting locales and leaves the PCs to go in whichever direction they want. If it's a dungeoncrawl, the DM has prepped a fixed map with limited choices where the PCs can go. That's the difference. In a hexcrawl, you can pick a direction and go. In a dungeoncrawl, you get to go wherever the DM has decided you get to go. That's a vast difference. Sorry if you can't see the difference.
I think you don't like dungeons so you intentionally interpret them in the worst way possible relative to your preferences. And that's fine. It's your play time. Use it how it makes you happiest. Those of us that know dungeons can be great will just continue to prove you wrong a session at a time. ;)
 


overgeeked

B/X Known World
I think you don't like dungeons so you intentionally interpret them in the worst way possible relative to your preferences. And that's fine. It's your play time. Use it how it makes you happiest. Those of us that know dungeons can be great will just continue to prove you wrong a session at a time. ;)
I see people just repeating that they're awesome. There's not much in the way of proof. I can point to 40 odd years of combat-focused dungeons that support my assertion that most published dungeons are indeed combat-focused. The best you seem to have is "but they're awesome, I promise." Good for you. Your word doesn't count as proof.
 


Reynard

Legend
I see people just repeating that they're awesome. There's not much in the way of proof. I can point to 40 odd years of combat-focused dungeons that support my assertion that most published dungeons are indeed combat-focused. The best you seem to have is "but they're awesome, I promise." Good for you. Your word doesn't count as proof.
Maybe there's a bit of a disconnect here: I'm certainly not saying that every published dungeon over the last 40 years is a perfect creation. As will all published materials, there are good and bad and not-for-me. But you seem to be saying NO dungeons are anything but combat slogs and that's demonstrably false. But generally, DMs who like running dungeons almost always design their own at some point.
 

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