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.

not-dead-3525140_960_720.jpg

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.
 

log in or register to remove this ad

Andrew Peregrine

Andrew Peregrine

I am not sure what this means. Did any edition of D&D have procedures for a dungeoncrawl? We play dungeons in 5e just like we did in 1e and 4e. What procedures do you mean?
Yes they did. Check out od&d, and b/x (or ose in modern form) for the explicit layout of these procedures :) If you’ve played the same way since 1e, you’ve more than likely just internalised them.
 

log in or register to remove this ad

dave2008

Legend
This is what I would call "making it up as you go along", not a sandbox.

In order for something to be a sandbox there needs so be meaningful choices. I.e. If the party decides to do A, then they are deciding not to do B and C. If B and C do not exist you cannot choose not to do them. You cannot have a sandbox without redundancy.
I don't agree with this. IMO, a sandbox just allows the PCs to go where they want. It is about agency, not how meaningful the choice is.
 

dave2008

Legend
Yes they did. Check out od&d, and b/x (or ose in modern form) for the explicit layout of these procedures :) If you’ve played the same way since 1e, you’ve more than likely just internalised them.
I played a 1e/BECMI hybrid back in the day (we didn't realize they were different games). I've looked through the BECMI stuff fairly recently (not specifically for this information though), but I don't recall any mechanics or rules that were specific to dungeon crawls. Care to throw me a hint?
 

pogre

Legend
Respectfully, I don't think dungeons have fallen out of fashion at all. For 5E there are Princes of the Apocalypse, the Underdark in Out of the Abyss, Tales from the Yawning Portal, Tomb of Annihilation, Dungeon of the Mad Mage. In the OSR there are tons and tons of dungeons, plus older D&D products from the D&D classics.
Exactly what I came here to say. Dungeons are still a big source of excitement for a lot of people. Dungeons in published materials have gotten bigger, not smaller overall.
 

I don't agree with this. IMO, a sandbox just allows the PCs to go where they want. It is about agency, not how meaningful the choice is.
A railroad allows PCs to go where they want. It's just that the same stuff happens no matter where they go. You can't have agency without meaningful choices.

A sandbox world has an independent existence outside of the actions of the players. If the players don't do quest X next time they pass that way they my find some other group of adventurers have done it. Or the bandits have sacked the village and moved on to threaten the next village.
 

I played a 1e/BECMI hybrid back in the day (we didn't realize they were different games). I've looked through the BECMI stuff fairly recently (not specifically for this information though), but I don't recall any mechanics or rules that were specific to dungeon crawls. Care to throw me a hint?
This lists the sequence of play most clearly:

Like I said, if you’re an old hand, you’d have internalised this framework. But imagine being a complete novice, cracking open the dmg today. It provides nothing. No explanation. So you buy an adventure, it lists monsters in rooms, that’s pretty much it. I’d guarantee a large part of DMs troubles with modern dungeons are because of this.
 

kenada

Legend
Supporter
I played a 1e/BECMI hybrid back in the day (we didn't realize they were different games). I've looked through the BECMI stuff fairly recently (not specifically for this information though), but I don't recall any mechanics or rules that were specific to dungeon crawls. Care to throw me a hint?
I don’t have a copy of BECMI or Rules Cyclopedia, but I do B/X. The description of dungeon adventuring starts on B18. The procedure itself is listed on B23. You can see the OSE rendition online here in the SRD.
 

S'mon

Legend
You can do that. But then the PCs encounter the same stuff whatever way they go. It's not a sandbox, it a railroad in which the DM puts the rails down just ahead of the players.

Which is why you buy a product like CoS.

Thing about that map - lots of stuff on it is identical. Why would I choose to go to Ravengard rather than Sanguine? Meaningless choices are meaningless.
Wow, you're not easy to please!

No they don't encounter the same stuff wherever they go. I don't understand why you would think that.

Ravenguard is a border castle defending the Impilturan approach to Ravensburg city. Sanguine is a village on the Trade Road (with an iffy traveller's Inn). You can see just from the map that they're not the same.
 

dave2008

Legend
A railroad allows PCs to go where they want. It's just that the same stuff happens no matter where they go. You can't have agency without meaningful choices.

A sandbox world has an independent existence outside of the actions of the players. If the players don't do quest X next time they pass that way they my find some other group of adventurers have done it. Or the bandits have sacked the village and moved on to threaten the next village.
I don't disagree with what you say, I guess it comes down to what is considered a "meaningful choice." If the outcome is the same, but the journey to get there is different, was it a meaningful choice?
 

S'mon

Legend
If you haven't detailed a location before the players arrive, how can there be leads or rumours about what is there?

Sanguine actually is the location of a Kobold Press adventure. Ravenguard, I have the ruler (I think it's a female Castellan) named, pic, Knight stats. More than that I can see it's important to the security of Ravensburg & Carmathan vs the bordering kingdom of Impiltur, so although it's a small mountain keep it will be well defended. I have plenty to riff off if the PCs go there.
 

Remove ads

Remove ads

Top