Welcome to this week’s blog book club. Happy 50th entry in this series! While we close out the month of July, in our timeline of great blogs we are also closing out 2012. Today we will be discussing “Dungeon Design and Stocking - with examples!” by Gus L on his old blog.
Next week is “OSR Dogma Recency” by Brendan S of Necropraxis.
You can see a list of previous blog club posts here.
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This week’s post is about Gus L demonstrating his dungeon design process by creating an intro dungeon for his Land of 1,000 Towers campaign (AKA the setting of Anomalous Subsurface Environment). Gus uses a natural approach to making dungeons, he selects an appropriate landmark, bases the structure of a dungeon on what features that type of building would logically possess and populates it with factions, traps, and treasure.
Readers hoping to follow in Gus’s footsteps are steered toward the right questions. For example, what is the function of the dungeon in the campaign? In the example given its an location designed to seed with the information needed for players to discover the megadungeon at the center of the campaign. I appreciate that Gus shows us the art that inspires the dungeon creation. While choosing the right floor plan is of course important, I think sometimes its too easy to skip finding a good source of inspiration and a mood to convey to the players.
Over the years Gus’s work has maintained a fascination with fallen worlds containing old ruins that fester with dangerous life. We’ve all experienced bad adventure back story but here Gus makes a good case for understanding the history of a dungeon so details about its construction, former use, and hidden secrets of its builders are on hand to inform the referee. This is contrasted by how a dungeon may have been reinvented by new inhabitants. This layer of detail help players imagine that a space is living, without becoming excessive. The use of color coding to group rooms by theme highlight several examples.
While naturalistic, I appreciate the example is still centered on the utility of a dungeon as a space for playing a game. Its not an exercise of building a tower for its own sake and cramming as many goblins and robots as would be ‘logical’. Enemies are chosen based on what an early level party could survive. Ultimately, I think Gus understands that for a location to feel adventurous its got to have elements that are detrimental to parties in some situations and beneficial in others. In this way the traps and factions encountered create openings for inventive players and provide danger for unlucky ones.
I enjoyed this post. I don’t think I have the skills to follow the steps Gus uses here to make a satisfactory dungeon without relying on randomness, but I still appreciate following along with the exercise. How’d you like it?
P.S. for those that like this post and may be unfamiliar, Gus is still at it over on his new blog all dead generations. Enjoy!