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Much ado about dungeons
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<blockquote data-quote="Reynard" data-source="post: 5643884" data-attributes="member: 467"><p>On the "story" of a dungeon: Assuming we are discussing a megadungeon (a vast, multi-level dungeon that has many kinds of inhabitants and levels) most of the "story" of a mega-dungeon comes from its history. It was dug very long ago, by some mad wizard or would-be god or vile conqueror. It served a purpose then, as a fortress or laboratory or prison or home, or perhaps all at once. But then something went wrong. The creator died or disappeared or was defeated, and the place was forgotten by "normal" folk. But not by everyone. Dark things, creatures of chaos, are drawn to it, and over the decades, centuries and millenia, it's original purpose is forgotten and the dungeon lives many lives again -- sometimes individually, but more often many at a time.</p><p></p><p>It is expanded and refitted and re-purposed and, occasionally, invaded and sacked by rivals or treasure hunters. This goes on in cycles over the ages, and history layers upon history, until whatever point it is discovered prior to the arrival of the PCs on the scene. Perhaps they find it just outside their home town, and are the first "civilized" people to explore it in an age. Perhaps it opens up to spew out darkness and evil and when that tide of hate is thrown back into the pit, it remains to be explored. Perhaps a whole generation has gone by since previous explorers discovered it and the first few levels are moderately well mapped and explored.</p><p></p><p>And then, when the campaign begins, so does the "story" -- or more likely, many stories. The dungeon is there to be explored. It is the promise of fortune and glory that drives the PCs ever deeper. Or, the PCs have a goal. Something within draws them ever downward, some relic they need or must destroy or what have you. A good mega-dungeon can survive not just multiple adventures, but multiple campaigns. While exploring for the simple sake of exploration is great fun, motivating goals are often better: they drive the PCs to go further, and tend to leave areas of the dungeon unexplored (and thus good for future use).</p></blockquote><p></p>
[QUOTE="Reynard, post: 5643884, member: 467"] On the "story" of a dungeon: Assuming we are discussing a megadungeon (a vast, multi-level dungeon that has many kinds of inhabitants and levels) most of the "story" of a mega-dungeon comes from its history. It was dug very long ago, by some mad wizard or would-be god or vile conqueror. It served a purpose then, as a fortress or laboratory or prison or home, or perhaps all at once. But then something went wrong. The creator died or disappeared or was defeated, and the place was forgotten by "normal" folk. But not by everyone. Dark things, creatures of chaos, are drawn to it, and over the decades, centuries and millenia, it's original purpose is forgotten and the dungeon lives many lives again -- sometimes individually, but more often many at a time. It is expanded and refitted and re-purposed and, occasionally, invaded and sacked by rivals or treasure hunters. This goes on in cycles over the ages, and history layers upon history, until whatever point it is discovered prior to the arrival of the PCs on the scene. Perhaps they find it just outside their home town, and are the first "civilized" people to explore it in an age. Perhaps it opens up to spew out darkness and evil and when that tide of hate is thrown back into the pit, it remains to be explored. Perhaps a whole generation has gone by since previous explorers discovered it and the first few levels are moderately well mapped and explored. And then, when the campaign begins, so does the "story" -- or more likely, many stories. The dungeon is there to be explored. It is the promise of fortune and glory that drives the PCs ever deeper. Or, the PCs have a goal. Something within draws them ever downward, some relic they need or must destroy or what have you. A good mega-dungeon can survive not just multiple adventures, but multiple campaigns. While exploring for the simple sake of exploration is great fun, motivating goals are often better: they drive the PCs to go further, and tend to leave areas of the dungeon unexplored (and thus good for future use). [/QUOTE]
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