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
Sure. What I'm asking for is actual examples of what people like about dungeoncrawls. How they change them to make them so enjoyable. So far...nothing.
Ok, fair enough. I'm not talking about anyone else here, just myself:

  • Dungeon crawls provide a limited area with many, many choices. IOW, a small sandbox with clear parameters. This makes preparation a bit easier on the DM's side, and allows the DM to create a sort of flow tree of decision points with which to control things like tone and feel.
  • Dungeon crawls allow me to really, really go creative. My current dungeon crawl is about the group searching for a Macguffin that one of the players introduced at the beginning of the campaign. I have just (as in the last session) introduced one of the two captured celestials who are imprisoned by the BBEG in the dungeon. Lots of role play opportunities here. Note, this particular dungeon crawl wasn't particularly extensive - only a small number of encounters, so, it's basically just a really large lair.
  • Dungeon Crawls let me really go off the deep end with the weird. Something I always like.
  • Sometimes Dungeon Crawls can be just simple romps. Sometimes they can be much deeper. It's easier to have a solid theme and feel in a dungeon crawl.


    • That's off the top of my head.
 

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overgeeked

B/X Known World
Ok, fair enough. I'm not talking about anyone else here, just myself:
Awesome. Thanks.
  • Dungeon crawls provide a limited area with many, many choices. IOW, a small sandbox with clear parameters. This makes preparation a bit easier on the DM's side, and allows the DM to create a sort of flow tree of decision points with which to control things like tone and feel.
This one I understand. A more limited scope makes prep easier. Sure.
  • Dungeon crawls allow me to really, really go creative.
What is it specifically about dungeoncrawls that allows this but other environments don't? How do other environments limit your ability to "really, really go creative"?
  • Dungeon Crawls let me really go off the deep end with the weird. Something I always like.
Again, what's special about dungeoncrawls that lets you do that but not other environments? Couldn't you go just as weird in a forest, in a lake, in a town, on a mountaintop, etc?

I too am a fan of the weird in old-school D&D. Barrier Peaks and Blackmoor and Hollow World and invisible moons with samurai rakasta who ride flying saber-tooth tiger mounts...through space...yum. I'm also a fan of Spelljammer.
  • Sometimes Dungeon Crawls can be just simple romps. Sometimes they can be much deeper. It's easier to have a solid theme and feel in a dungeon crawl.
I'm assuming you feel that comes from the more limited scope of the environment you mentioned above. If I'm wrong, please let me know.

What I'm trying to understand is how the dungeon is special in this regard. You can have limited-scope locations outside of dungeons, so you should be able to achieve the same or similar results with other limited-scope locations.
 

The-Magic-Sword

Small Ball Archmage
I think Dungeon Crawls are a perfect match for environmental storytelling, because its the chief game mode where the detailed contents of each room matter, and can be described. This creates an environment where the details of the stories you're trying to seed in the environment can be placed with the various dungeon dressing and challenges. The players are alert for details that might point toward secret doors, or upcoming threats. Further dungeons are often exactly the sort of places that have stories to tell. In this context a dungeon crawl can be a kind of archaeology approach to content I find really compelling. That has its roots in places full of history, like Moria, and is something that video games are learning the power of, but works perfectly in our tabletop environment if you let it. This can also help to deliver another form of interesting story beyond playing factions off one another, and feels great if piecing the information together can help the players overcome challenges or discover secrets.

'Dungeon as Adventuring Location' full of monsters, NPCs, puzzles, secrets, and this kind of environmental storytelling, are foundational to the style of game i want to run.
 


Lanefan

Victoria Rules
I see people just repeating that they're awesome. There's not much in the way of proof.
There can't be, in either direction, as so much depends on the individual table.

If the players approach every encounter as a combat then no matter what adventure you run or what you do with it it's gonna be combat-focused.

If your players approach every encounter with the intent of avoiding combat at all costs then no matter what the adventure there's gonna be way less combat.
 


Arilyn

Hero
Not a fan of the dungeon crawl, but there are always exceptions. Eyes of the Stone Thief by Gareth Ryder-Hanrahan is this exception. A living dungeon which devours towns and geography to add to its construction is awesome. And it has a serious grudge against the PCs. This dungeon is full of interesting locations and encounters. Players won't be able to finish it in one go, having to return to the surface, but take too long to return and the dungeon starts coming after everything the characters hold dear.

Pelgrane Press released part of it for 5e if you want a taste but don't own 13th Age.
 

Hussar

Legend
Awesome. Thanks.

This one I understand. A more limited scope makes prep easier. Sure.

What is it specifically about dungeoncrawls that allows this but other environments don't? How do other environments limit your ability to "really, really go creative"?
Well, a town, or other location, isn't really self contained. And, by and large a town has to "function". You can't have carnivorous buildings in a town - at least, not for very long. :D Slimes and oozes don't really work in a town. Forests and other outdoor locations are somewhat limited by their location as well. You generally should use forest monsters in a forest. The amount of "Stuff that thrives underground" dwarfs any single outdoor location.
Again, what's special about dungeoncrawls that lets you do that but not other environments? Couldn't you go just as weird in a forest, in a lake, in a town, on a mountaintop, etc?
Sure, you could. But, if you do weird in a town, for example, you have to take the town into consideration - all those NPC's, and various other people. And towns are filled with stuff that is of zero interest to an adventuring party but still needs to be detailed. You should have a seamstress, a candlemaker, a shoemaker, whatever, in the town, but, from the player's perspective, who cares? They are noticed in absence, but, by and large don't really serve any purpose other than time sink for the DM. Everything in a Dungeon can be important.
I too am a fan of the weird in old-school D&D. Barrier Peaks and Blackmoor and Hollow World and invisible moons with samurai rakasta who ride flying saber-tooth tiger mounts...through space...yum. I'm also a fan of Spelljammer.
One thing that I do lament in latter era D&D is the lack of weird.
I'm assuming you feel that comes from the more limited scope of the environment you mentioned above. If I'm wrong, please let me know.
Generally, yes. A town, simply because you have 200+ people in that town, has a never ending list of stuff that could be prepared. Granted, you don't have to, but, in order to really bring the setting to life, you need those NPC's.

Then again, there's nothing wrong with an adventure in a forest or a town or on a mountain. I certainly am not arguing that dungeon crawls are better or superior in any way. They're just another tool in the box. There are fantastic town adventures and there are fantastic dungeon crawls.
What I'm trying to understand is how the dungeon is special in this regard. You can have limited-scope locations outside of dungeons, so you should be able to achieve the same or similar results with other limited-scope locations.
It's not a zero sum game.
 

TheSword

Legend
Given as one almost inevitably leads to the other (in either order!) there's little to confuse.
Soap opera is not synonymous with romance, though it is with melodrama and sentimentality. There are plenty of soap operas where the main topics are not romance. Sure romance often features but it can still be a soap opera without it being a romance story. As evidence by the tea time British tradition of warring London families, dodgy dealings, medical tragedies and wayward kids.

If you like your gaming to be melodrama then fill your boots with a soap opera style. If you want the rather weird situation of PCs falling in love with each other then sure, have at it.

Im just saying, I can think of nothing worse.
 

Lanefan

Victoria Rules
You can't have carnivorous buildings in a town
Oh, yes you can; and that's a brilliant idea. Yoink!

Sooner or later my players are going to curse you without knowing who you are. :)
Slimes and oozes don't really work in a town.
They could, if controlled. Some sort of dissolve-things ooze, for example, could provide hella efficient sewage treatment/disposal for a city; and woe betide the foolish party who stumbles on it and, thinking it a threat, takes it out. :)
One thing that I do lament in latter era D&D is the lack of weird.
Absolutely agree.
 

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