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Let's talk about dungeons.

Reynard

aka Ian Eller
Supporter
It is, after all, Dungeons and Dragons. ;)

As much as my campaigns tend to be sandboxy travelogues that eventually transform into heroic epics, I love a good dungeon. Every campaign has at least one -- and often many -- multi-level deathtrap brimming with monsters and treasure, and on gamedays, mini-cons and the like, I often default to a Deathtrap Dungeon full of player-testing puzzles and traps and character grinding hazards. And even though I don't often use modules, I like to read solid, "old school" style location based adventures: aka, dungeons.

A good dungeon, to me, is one that offers a number of paths (as opposed to a linear room by room dungeon) that cross and re-cross, each leading to and through and equally deadly set of challenges. I like dungeons with hidden regions full of "the good stuff", as it promotes exploration. I like dungeons that have no "point" beyond, perhaps, an ultimate vault or lair.

I have experimented with dungeons with time limits and other player action forcing tools, and it always falls flat or creates an otherwise unsatisfying experience. Dungeons work best when the players explore and engage it at their own pace. And as unrealistic as it can seem, I prefer dungeons where the major inhabitants are separated enough that they don't come running from afar for every fight. Leave the otyugh in the trash pit and the black dragon in his eternal darkness labyrinth, I say. The PCs will come eventually.

Most of all, I like the dungeon specific creatures, traps and tricks. Other parts of D&D are borrowed, inspired by or stolen from all kinds of mythology, legend and fantasy. But the gelatinous cubes and electrified statues and necklaces of strangulation are pure D&D.
 

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When I think of a good dungeon, I think of Metroid.

I was introduced to D&D with the narrative-heavy 2e, and I've rarely seen an actual dungeon in D&D.

But I see it all the time in videogames.

I think of the exploration, hours spent just jumping and running through tunnels. The different regions, the way different parts of the dungeon had their own character, threats, and monsters. The way new tools opened up paths in old areas, like keys that you could also blow things up with. The way there were secrets to find for the truly obsessive. The way the myths of the inhabitants built up gradually. The way you could try different approaches to the same problem until you found one that worked (and it might not be the only one that worked). The isolation.

There was empty space (e.g.: space you didn't fight in), but there was a challenge of some sort in every room, and it varied from simple to complex.

I'd hope that the dungeons I make now are half as excellent as a good session of Metroid. ;)
 

I love dungeons. There are so many different KINDs of dungeons to explore:


  • monster-inhabited lairs - often natural caves - whose residents survive by raiding the nearby countryside
  • ancient ruins of the lost past - still filled with the loot and traps of those who dwelt there
  • temples and tombs to long-dead gods or in honor of great warriors, kings, priests and wizards (are there ever tombs of ancient rogues?)
  • the laboratories of wizards
  • the breeding and training grounds of evil armies of humanoids
Of course, they aren't mutually exclusive by any means... nor is this anything like a complete list.
 

The great things about Dungeons is that there is no wrong way. It can be fun and done right for a group with any of a million variations.
 


I love dungeons. There are so many different KINDs of dungeons to explore:


  • monster-inhabited lairs - often natural caves - whose residents survive by raiding the nearby countryside
  • ancient ruins of the lost past - still filled with the loot and traps of those who dwelt there
  • temples and tombs to long-dead gods or in honor of great warriors, kings, priests and wizards (are there ever tombs of ancient rogues?)
  • the laboratories of wizards
  • the breeding and training grounds of evil armies of humanoids
Of course, they aren't mutually exclusive by any means... nor is this anything like a complete list.

I love mixing and matching: An ancient temple protected by monster inhabited caverns; a ruined keep overrun by bandits who don't realize the evil wizard's laboratory is beneath; a wild thicket (my favorite "outdoor dungeon") inhabited by aberrations because at its center is a doorway leading to a corrupt demi-plane (also part of the dungeon).

I do try and be a little bit "plausible". Usually, I decide what I want -- say, lots of diabolical traps -- and figure out a backstory, environment, etc... to make it make some sort of sense.
 

When I use dungeons, I use "very small ones". The notion of going into a dungeon and coming out several levels later feels wrong.

By small, I mean encounter-wise. The area might be large, but only a few pertinent pieces. I really should make them larger purely to facilitate exploration. I'm getting an exploration itch.

And by Dungeon, I apply "dungeon" to mean anything from the Thieves Guild in a warehouse to a villa that's the base for a cult.

Love the suggestion of combining dungeons.

One thing I enjoy is a dungeon where two monster things are cohabiting/symbotic relationship. For instance, a hive of giant ants that protect a colony of Myconids, who farm fungus for the ants to eat.

Natural huge burrows/giant insect hives make great natural dungeons, too.

One idea I had today was a dungeon that exists in two planes (with the PCs able to switching between planes to access areas of the dungeon/keys/elements).
 
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I'm currently working on a couple of dungeons. One was built by a group of bandits to protect they're treasure. The first level is a maze, but the second is supposed to be more of a trap filled gauntlet. The second dungeon is a mound filled with evil fey and cultists to the chthonic, primordial deities of the elves. I haven't done much work on this one yet.
 


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