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

overgeeked

B/X Known World
And yet, funnily enough, no, that is not what happens.
Are you still as excited now when you face a troll as you were the first time? I’d be willing to bet not.
Fair cop though. If you want to turn every town into a dungeon, then, well, I can see why you wouldn't see much difference between a town and a dungeon. If every town is ooze infested, zombie infested, hell holes just a hair away from tragedy, then, sure, towns can replace dungeons.
I’m trying to see what the unique draw of dungeons is. As you said up thread, it’s an enclosed space with a focused and limited amount if prep compared to a town or a hexcrawl. I get that. But I don’t see what else the draw is. It’s a game of imagination. If you decide all towns are safe and boring and only dungeons can be awesome, you’re limiting yourself.

I think dungeons are boring because of the way they’re presented in most modules and how every DM I’ve ever played with has presented them as linear hackfests.

Several of you are saying dungeons are awesome. Okay. What’s so awesome about dungeons? So far I’ve got: 1) limited and focused prep; 2) because we’ve arbitrarily decided to make all towns boring; and, 3) dungeons are an excuse to bring the weird.

The first has obvious benefits. But that’s not really a reason dungeons are inherently awesome. That’s dungeons are easier to prep for the DM. As for 2, you don’t have to arbitrarily make all towns boring. And as for 3, you don’t have to limit the weird to dungeons. Those are choices you make. Other options exist and are valid.

But sure. If for some reason you decide the only place where anything interesting can happen is in a dungeon, I can see why dungeons would be appealing. Those are valid choices you choose to make. Awesome. I can’t see why you would limit yourself like that.
But me? I'm looking at how towns are presented in most modules and whatnot. And it certainly isn't what you're talking about.
Sure. They’re typically presented as boring safe havens your PCs go to rest between delves. With maybe a few odd jobs to collect some coin and maybe a few retainers to hire. I make towns way more interesting than modules present them. Absolutely right I do. Otherwise towns are boring. D&D shouldn’t be boring.
 

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Lanefan

Victoria Rules
I've played a lot of D&D over the years, in that time I have never had a DM run a dungeon that wasn't a hack-and-slash-athon. Not once. The vast majority have been published modules. And across several dozen DMs. They've all been kick in the door, murder, loot, kick in the door...
Thing is, what's the only common denominator all those games had?

You.

Are/were you approaching dungeon crawls with a default hack-first mentality perhaps?

Like I said upthread, any dunegon can become a hack-a-thon if that's how you and the other players in-character decide to approach it.

For a contrary example, I just finished running a session for a 1st-level group. Party is deep in a dungeon. Session consisted of:

Spelunking. They'd searched everything except a staircase down from the bottom of a sarcophagus which turns into a shaft leading down to standing water; shaft has a secret door in its side partway down which it took them a while to find.

Puzzle-solving. Room outside shaft has a big imposing door with a dozen carvings including a ship, a rainbow, a tree, a dragon, a puppy dog, etc. Party spent a while puzzling over this, then realized they could safely pass the door and carry on.
DM note: the carvings are pure dungeon dressing and have no actual significance.

Exploration into some empty areas, then a trap, no lasting harm done. (this level is a relatively linear bit of the dungeon, unlike the highly-jacquay-like parts above)

Encounter. Party hear sounds and voices behind a door. Instead of charging in they knock on the door and open polite conversation with what they think by its voice is a Hobgoblin (the door remained closed throughout), one of - from the sound if it - several. Party leave on peaceful terms.

Encounter. Party find an underground lake with a hut on its beach, hut holds a crazy old man. Conversation here kinda gets nowhere so party take their leave.

Encounter. Further along beach party walk into the camp of 8 Neanderthals and 4 Dire Wolves, all starving. Party try hailing, wolves attack but people do not. Unwinnable combat and high risk of TPK if party decide to slug it out, but they quickly realized that food was the answer - except for one of the wolves which they had no choice but kill as it just wouldn't stop attacking; it saw one PC in particular as being a better meal than the rations being thrown at it.

Some of the party are still stuck here at session's end: Neanderthals are utterly terrified of something back down the beach, don't want the party to go there, and as peacefully as they can won't allow the whole party to leave (though some have escaped). Beach ends just past the Neanderthals' camp.
What's terrified the Neanderthals is the crazy old man in the hut. He hates their wolves and has managed somehow to "train" the people and wolves alike never to come down the beach toward his hut. There's no other way the Neanderthals can go, so they're stuck where they are, trying to eke out subsistence from the lake.

How and why all these beings got here is a very long, but internally coherent, story; based around the idea that anyone trying to boat or swim across the lake will meet a two-way somewhat-random planar gate... :)

So is that non-combatty enough for you? :)
 

Hussar

Legend
Troll? Good grief, who uses trolls anymore?

Lessee, I've got 4, no, 5 new monster books for 5e - Kobold's Tome of Beasts and Creature Codex. Just picked up a homebrew book The 188 page Monster Hunter's Book. I've got a mod for Fantasy Grounds for the NPC A Day with some 300 statted out monsters. And, I know I'm forgetting something, but, not that important right now.

Sure, if you're simply churning out the same boring crap over and over again, yeah, it's boring. That's a bit self fulfilling. I haven't used a WotC monster manual, other than a handful of times, since... jeez, I don't think I ever have. When 3e rolled around, I immediately jumped on the Scarred Lands wagon - 3 full monster manuals of unique monsters.

So, yeah, if you insist on retreading the same boring old crap over and over again, it will be boring. What's your point? Same goes for anything. Oh, look, it's yet another human cultist. Yawn. Same deal.

I love dungeon crawls because it defines a nice split between civilization - towns, whatnot - and the unknown. You have no idea what you will find in a dungeon. Heck, last largish dungeon crawl I ran had pools dedicated to Baphomet that healed you and made you super strong. Granted, they eventually cost you your soul, but, hey, that made for interesting play once the players who were taking advantage of these free gifts realized that there ain't no such thing as a free lunch.
 

overgeeked

B/X Known World
Thing is, what's the only common denominator all those games had?

You.

Are/were you approaching dungeon crawls with a default hack-first mentality perhaps?

Like I said upthread, any dunegon can become a hack-a-thon if that's how you and the other players in-character decide to approach it.
Not really, no. I try to talk to any and all as we go through because combat after combat after combat is so mind-numbingly dull. That is typically shut down with some version of ”they attack you anyway.”
For a contrary example, I just finished running a session for a 1st-level group. Party is deep in a dungeon. Session consisted of:

Spelunking. They'd searched everything except a staircase down from the bottom of a sarcophagus which turns into a shaft leading down to standing water; shaft has a secret door in its side partway down which it took them a while to find.

Puzzle-solving. Room outside shaft has a big imposing door with a dozen carvings including a ship, a rainbow, a tree, a dragon, a puppy dog, etc. Party spent a while puzzling over this, then realized they could safely pass the door and carry on.
DM note: the carvings are pure dungeon dressing and have no actual significance.

Exploration into some empty areas, then a trap, no lasting harm done. (this level is a relatively linear bit of the dungeon, unlike the highly-jacquay-like parts above)

Encounter. Party hear sounds and voices behind a door. Instead of charging in they knock on the door and open polite conversation with what they think by its voice is a Hobgoblin (the door remained closed throughout), one of - from the sound if it - several. Party leave on peaceful terms.

Encounter. Party find an underground lake with a hut on its beach, hut holds a crazy old man. Conversation here kinda gets nowhere so party take their leave.

Encounter. Further along beach party walk into the camp of 8 Neanderthals and 4 Dire Wolves, all starving. Party try hailing, wolves attack but people do not. Unwinnable combat and high risk of TPK if party decide to slug it out, but they quickly realized that food was the answer - except for one of the wolves which they had no choice but kill as it just wouldn't stop attacking; it saw one PC in particular as being a better meal than the rations being thrown at it.

Some of the party are still stuck here at session's end: Neanderthals are utterly terrified of something back down the beach, don't want the party to go there, and as peacefully as they can won't allow the whole party to leave (though some have escaped). Beach ends just past the Neanderthals' camp.
What's terrified the Neanderthals is the crazy old man in the hut. He hates their wolves and has managed somehow to "train" the people and wolves alike never to come down the beach toward his hut. There's no other way the Neanderthals can go, so they're stuck where they are, trying to eke out subsistence from the lake.

How and why all these beings got here is a very long, but internally coherent, story; based around the idea that anyone trying to boat or swim across the lake will meet a two-way somewhat-random planar gate... :)

So is that non-combatty enough for you? :)
That’s definitely more interesting. How long was the session?
 

overgeeked

B/X Known World
Troll? Good grief, who uses trolls anymore?

Lessee, I've got 4, no, 5 new monster books for 5e - Kobold's Tome of Beasts and Creature Codex. Just picked up a homebrew book The 188 page Monster Hunter's Book. I've got a mod for Fantasy Grounds for the NPC A Day with some 300 statted out monsters. And, I know I'm forgetting something, but, not that important right now.

Sure, if you're simply churning out the same boring crap over and over again, yeah, it's boring. That's a bit self fulfilling. I haven't used a WotC monster manual, other than a handful of times, since... jeez, I don't think I ever have. When 3e rolled around, I immediately jumped on the Scarred Lands wagon - 3 full monster manuals of unique monsters.

So, yeah, if you insist on retreading the same boring old crap over and over again, it will be boring. What's your point? Same goes for anything. Oh, look, it's yet another human cultist. Yawn. Same deal.
I feel the same. I have 5-6 of those same monster books and use them. I typically use the names and specials for inspiration and homebrew monsters anyway.
I love dungeon crawls because it defines a nice split between civilization - towns, whatnot - and the unknown. You have no idea what you will find in a dungeon. Heck, last largish dungeon crawl I ran had pools dedicated to Baphomet that healed you and made you super strong. Granted, they eventually cost you your soul, but, hey, that made for interesting play once the players who were taking advantage of these free gifts realized that there ain't no such thing as a free lunch.
Cool. Don’t the same splits exist at the edge of town? Civilization / not-civilization; known / unknown; etc.

How did you handle the cost for overusing the pools? And how would they learn there was a cost?
 


Hussar

Legend
How did you handle the cost for overusing the pools? And how would they learn there was a cost?
They learned after the third time, when they were compelled to bathe because of the first two times that they willingly baptised themselves in what they absolutely knew were demonic fonts. Those that failed the saving throw, baptised themselves a third time and were told that they had a vision of Baphomet. The only effect was that they knew that they had tied themselves to Baphomet somehow, and didn't care. Later effects, unfortunately the campaign died shortly later, would have been Baphomet constantly tempting them with new powers and abilities to use until they eventually completely came under his sway or found some way to free themselves.

Note, when investigating a demonic temple, and you absolutely know that the fonts are evil, don't complain when using the fonts comes with a price.
 

overgeeked

B/X Known World
They learned after the third time, when they were compelled to bathe because of the first two times that they willingly baptised themselves in what they absolutely knew were demonic fonts. Those that failed the saving throw, baptised themselves a third time and were told that they had a vision of Baphomet. The only effect was that they knew that they had tied themselves to Baphomet somehow, and didn't care. Later effects, unfortunately the campaign died shortly later, would have been Baphomet constantly tempting them with new powers and abilities to use until they eventually completely came under his sway or found some way to free themselves.

Note, when investigating a demonic temple, and you absolutely know that the fonts are evil, don't complain when using the fonts comes with a price.
Sounds like a great way to multiclass into a warlock or have a paladin go oathbreaker.
 

Hussar

Legend
Sounds like a great way to multiclass into a warlock or have a paladin go oathbreaker.
Oh, there were all sorts of possibilities percolating in my brain on this one. Unfortunately, one of my players absolutely revolted. He was so pissed off and the other player with him, claiming that I was taking away player agency and whatnot. Plus they absolutely refused to accept that bathing in demonic fonts, willingly, twice, counted as anything bad. I, to say the least, disagreed. The campaign came to a crashing halt very shortly later due to a number of personality conflict issues.
 

I still throw plenty of dungeons at my players in my 3.5e games. The last dungeon they explored was a prison, where they tried (and succeeded) to break their allies out of jail.

Because a dungeon can be nearly any large building with a bunch of rooms and corridors.
 

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