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Define Dungeon Crawl

Stormborn

Explorer
We use the term alot around here. I have used it myself. But what things MUST be included in an adventure to make it a Dungeon Crawl? What things CANNOT be in an adventure to make it a Dungeon Crawl? (Does there have to be traps? Do PCs have to die? Does it have to be inside/underground? Can there be no Roll Play?) What makes a good Dungeon Crawl and what makes a bad Dungeon Crawl?

Example products, especially things still in print for us realtive new comers, would be much appretiated.
 

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A 10x10 room with an orc and a pie in it?

I would say that for a classic dungeon crawl, there need to be traps. There need to be monsters, naturally. And glittering treasure to be seized.

But what I would say every classic dungeon crawl needs is at least one encounter that challenges you to think. A moment where the adventure tries to trick the PCs. Where fools are taken advantage of.

Examples of relatively recent good dungeon crawls include NeMoren's Vault, Rappan Athuk, The Sunless Citadel, and Idylls of the Rat King.

Some of my favorite dungeon crawls were created with the random dungeon generator in the 1e DMG. They generally made little sense, and looked ridiculous when mapped out, but were absolutely fun to run.
 

It's like pr0n; you know it when you see it. ;)

Seriously, you can mix and match elements, but I can pretty much tell when something is or isn't a dungeoncrawl "just because."
 

Dungeon Crawl
- The exploration of underground* spaces that are inhabited by creatures, and the conflicts that arise from the encounters with said creatures and the defenses set by them to protect the space they consider to belong to them.

*sometimes not underground.

:)
 


Generally, it is when mapping the area is vital to success of the scenario. In such cases, secret and concealed doors play a heavy role, as well as traps and tricks to thwart accurate map making.
 

Jyrdan Fairblade said:
Some of my favorite dungeon crawls were created with the random dungeon generator in the 1e DMG. They generally made little sense, and looked ridiculous when mapped out, but were absolutely fun to run.

Now I'm going to ask...why were they so much fun?

[Being that I have the 1e DMG, and can see the enjoyment of the diverse obstacles and environments it can present.
Of course, one can handwave hallways that are supposed to intersect but don't as planar hiccups or something similar.]
 

Exploring an alien environment that is generally enclosed and inhabited by creatures that seek usually don't want you there. It has deadly traps, life threatening encounters, occasionally non-hostile inhabitants to interact with, and plenty of treasure. Why you're there isn't always as important as living through the experience or just being there at all. Some of the most fun dungeon crawls are places where you simply hear there's lots of treasure hoarding by monsters. Why? Sometimes it's nice to lighten the characters responsibility and simplify the game.

When I plan a campaign I occasionally just write up a local dungeon with rumors of hordes of gold within. I don't write it for any specific level, certain areas of the dungeon may have the living chambers of a lich, others a basilisk, and some areas house goblins. Whenever the players feel like taking a break from the current storyline or just leveling, they can make an excursion to local yonder dungeon. It works quite well, and is often used.
 


A dungeon crawl must take place in a limited/enclosed area. It must have monsters and/or traps. It likely will have other tricks and treasure.

It's not a dungeon crawl if you're outside and able to go in any direction. If your movement is hedged in, it might be a dungeon crawl.
 

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