We all know what a dungeon is, right?
A dungeon can be a hole in the ground, a cave, a crypt, an old abandoned castle or even a full city depending on how it gets framed by the GM. The common denominator in all of these cases being that a dungeon is a hostile environment which a regular sane person wouldn't wish to set foot upon, and from where treasure hunters and the desperate go to and sometimes return from with enough shinies to comfortably sit back and live a good life for a year or two.
What'll follow are some of my musings regarding dungeons and the experience that I personally would wish to evoke among those crawling through them.
A dungeon should be information warfare
- It should be important to scout the place and try to learn of it in order to understand it's traps and dangers better, thus being able to anticipate and avoid them.
- Initially, decisions are made based on incomplete information and like with a puzzle the PCs keep acquiring new information to fill in their gaps in knowledge untill eventually "mastering" the dungeon.
- As such, planing about future delves should hold some importance other than just making sure the party has enough torches and rations for the coming delve. Different types of gear required for specific paths, traps or even entrances to the dungeon in order to safely traverse the locale.
- The dungeon and it's denizens can likewise learn about and prepare for the party as they delve deeper, creating a kind of tug-of-war between PCs and Dungeon trying to learn more of each other and figure out how to handle and navigate around the dangers they pose to each other
This is something that obviously works the better the larger a dungeon you're working with. A small five room dungeon doesn't have a lot of room for mystery and hidden secrets, let alone to imply them and slowly trickle in information about them for the PCs to find and intuit out.
In a larger dungeon, let's say closer to 20 rooms and all the way up to mega in size there starts to be noeugh breathing room so that you aren't constantly peppring the players with clues about the place as if every room contains five clues and hints to the true nature of the dungeon and it's workings I can see t becoming very exhausting not only for the players to keep track of these things but also for the GM to continue presenting them in a consistent and interesting manner.
TL;DR I want dungeons to be something that can be learned and eventually mastered, if not in their entirety then at least in chunks of certain areas and wings of them. Not "system mastery", but in a sense "mastery over the fiction".
No comments:
Post a Comment