Showing posts with label minimal dungeons. Show all posts
Showing posts with label minimal dungeons. Show all posts

Wednesday, March 14, 2018

Minimal Dungeons Redux

Nearly eight years ago, I wrote a post about Minimal Dungeon born of an observation that various example we have of keyed dungeons from back in the day were very terse with little notes. As you can see from Judges Guild Tegal Manor and the well known photo of Gary Gygax with his Greyhawk binder attached to this post.

Rob's Note: You can download the dungeon referred in my original post from here the Elf Lord's Temple.

Now both +Peter V. Dell'Orto  on Dungeon Fantastic and Delta on Delta's DnD Hotspot wrote about their observations. Both have the opinion that the format is useful for a referee's own notes but not acceptable for print publication. I disagree in part.

First off I concur that what we see in the attached photo is too terse. Even the published Tegel Manor suffers from terse although there the uses of map notes, and room titles makes it more usable. My opinion the root of the problem is the long shadow of adventures formatted tournament style. An adventure with a keyed map, with each keyed location fully describe with a introduction that provides an overall explanation and general notes.

The problem with the tournament format that it doesn't scale. There a limit to the size of a locale that can be effectively described in this format. Beyond with people get lost in the detail or the project itself is unfeasible for publication.  Nor does the tournament format work well when the focus of the adventure is on the interactions between different NPCs rather than on the exploration of a locale.

So what is the ideal format? I would contend there is no ideal format. The focus should be on teaching you the reader on how I, as the author, ran the adventure. Whatever does the trick for that particular adventure is the right choice.

It starts with you imagining sitting down with another referee and explaining how to run the adventure. Then taking what you imagined (and perhaps practiced on a friend) and writing that up so the rest of us can learn how to run that adventure.

For example +Zak Sabbath excels at using his talent as artist and writer to explain his adventures and supplements through a unique combination of written and visual elements.

What about minimal dungeons specifically. Let's look at Tegel Manor by Judges Guild. It compactly details a fundhouse dungeon in the form of a sprawling manorhouse with a small four level dungeon beneath. It does this through a combination of terse text, some random tables, room titles, and above all the map itself.


To be clear I am not holding Tegel Manor as a great example. Having run it twice now, it just on this side of plausibility. Along with I get little sense of how Bob Bledsaw Senior ran it outside of the obvious "it is a funhouse.".  However I think it only a little more to turn it into a a great example of a minimalist dungeon. About double the page count should do it and most of that would be in the beginning where one explains how the place works overall, and give some specific on areas of the dungeon. Then add a sentence or two to flesh out the different room and leave it at that.

I think the advantage of the minimalist approach that is plays into the default mode of referee which is largely a matter of improvisation as the players attempt various things as their character. The only time that a complete description of C14 Butler's Room is needed is for product oriented towards novice referee. Otherwise it just take too long during actual play to read that much text. And beyond a certain point it is too much to retain even if you read it all beforehand.

But it tricky. It is a fine line between too much and too little. Which is why if you are terse it is best to use a combination of technique written, visual art, and maps to teach somebody how to run that adventure.



Sunday, September 26, 2010

Straight off the Moldavy Press, The Elf Lord's Temple

On Saturday the 25th I referred the final levels of the Elf Lord's Temple at the Gold Star Anime in Edinboro. I will have a play report later this week but for now I thought everybody would like to see the raw notes I used.

In earlier posts I remarked how minimal the early dungeon write-ups appeared to be. So using the Moldavy dungeon stocking rules I decided to give this a try. The random results were surprisingly easy to make sense of. Easy to fit around the few special locations I knew had to be in the dungeon.

Speficially I generated this using the Moldavy Dungeon Stocking rules level 3 of the Monster & Treasure Assortment for the Ground level, Level 4 for the 1st level of the Temple, and Level 5 for the 2nd level (Maze) portion of the temple.

I am not sure how it work out for a novice referee but as somebody with experience it was easy to look at the entries and come up with the details based on the general theme of the dungeon and the sparse description.

I am planning on fleshing it out for publication later in the year. Basically putting in the details that I come up with during my various playtests.

You can see for yourself by downloading this PDF. If you are planning to attend Erie Days of Gaming and play my events in November don't read this.

Monday, August 2, 2010

Minimal Dungeons

In the last post I mentioned that the dungeon I created for the Gold Anime folks was an experiment. I call it a minimal dungeon. The idea came to me through reading various discussions about Blackmoor, El Raja Key, Tegal Manor, Greyhawk, etc. Whenever you see part of notes they look almost ludicrously minimal aside from a few detailed setpieces. Something like Kitchen - 5 Orcs HD1 HP 5,5,4,3, Treasure 100 gps in a sack on the table.

So what going on here? Especially when we hear that many of these places were huge sprawling megadungeons. When we see official releases many times is it is a fairly large box or thick book. More often we just don't see anything at all.

I am beginning to think that everybody's expectations got skewed when the most of the early modules were tournament modules. In tournaments you need make things clear to make sure the module is fairly run for everybody.

I don't think we need that level of detail at our tabletop. Yes if you are publishing you will need some words in there to teach the referee what you think the module about. But beyond a certain point extra verbiage is excess weight.

But where is that point? Where does it quit being something that save you time in making a fun session and changes into something little better than what you get from having a computer randomly generate a dungeon.

I don't know and right now I don't have the answer. But hopefully what I am doing will enlighten to what would be a good answer. And hopefully you will get something out of it as well.

In addition a lot of people slag the Old School Renaissance for being too nostalgia oriented, or too backward oriented. I always thought that was hogwash with all the new things that many blogger, forum folks, and publishers do. And it no different for me with this exercise. While learning how the first campaigns were run is fun what I am looking to do is something more practical. How to make a dungeon that is useful, that you will buy, doesn't cost a lot either in time to write or page count, and just as important allow you to make it your own.

The dungeon I will be using will be this. It from an old composition book of graph paper that has a dozen of my earliest dungeons (those that survived). The key were long lost so I set out to reuse the map and writing it up anew again.


After some reading and consideration I decided to use the Moldavy random dungeon content as the foundation. Added to that I used the original version of the Monster and Treasure assortments. For the upper levels that I am detailing today I am drawing from the 3rd level charts. I know Swords & Wizardry has some charts but I will try them at another time.

Like my sandbox fantasy settings there will be an overarching theme. In this case this site was the home of an old Elven Temple community devoted to the god Silvanus. I apologize if I get vague on the background details but the group just ready to go down to the level below and I don't want to give too much away. Everything here they already been through.


So I roll up 24 locations according to Moldavy's chart and came up with this.

1a - Empty
1b - Monster, Treasure, No
1c - Empty
1d - Monster, Treasure, Yes
1e - Trap, Treasure, Yes
1f - Empty
2 - Monster, Treasure, No
3 - Special
4 - Monster, Treasure, No
5 - Special
6 - Empty, Treasure, No
7 - Monster, Treasure, Yes
8a - Empty
8b - Trap, Treasure, No
9a - Empty
9b - Special
10a - Monster, Treasure, No
10b - Monster, Treasure, Yes
10c - Special
10d - Special
10e - Monster, Treasure, No
10f - Monster, Treasure, Yes
10g - Monster, Treasure, No
10h - Special

#1 - Elven House
1a Entrance Chamber
Empty

1b Ruined Living Room
5 Orcs: HD 1; HP 3x7, 2 x 3; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.

1c Empty Room with debris

1d Resting in this room is the warleader of the Orcs.
Orc Warleader: HD 4; HP 12; AC 6[13]; Atk 1 spear (1d6+2); Move 9; Save 17; CL/XP 1/15; Special: None.

1e, ruined bedroom.
Spike Trap 2d6 damage. A board with a spike is rigged to swing across the door opening
On the remains of a dressed is a jeweled box with over 1,000d treasure and paralyzation needle trap Save or be paralyzed for 24 hours.

1f Bedroom Closet
Empty

Since this ruined elven temple is found in Dearthwood which is infested by Orcs having an orc lair is an easy call.

2 – Meditation Chapel
13 Giant Centipede (small, lethal): HD 1d2hp; AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; CL/XP 2/30; Special: poison bite (+4 save or die).

To me the Mediation Chapel is an elven thing where they go to commune and relax. Probably need the above line if I publish this. The 13 giant centipedes can be nasty if the party not smart about taking them out.

3 – Ancient Well
An overgrown well untended for generations, withered flowers and pitted bowls of rotten food are found in niches. If a new fresh offering is made the pixies living in there will grant a +1 bless lasting for 1d6 days to the entire party.

The first special. Set it up as a boon for the party.

4 – Amphitheater
An ancient elven wight lives in room at the bottom of the Amphitheater. The room was used to store props and as a changing room.
Wight: HD 3; HP 18; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.

Probably need to explain that it is sunken into the ground. As the map can be looked at either way.

5 – Dining Hall
When entered the party will see a hall with tables laden with food. When they sit down and start eating it will disappear showing the true ruined appearance. They will hear a sigh and get a feeling of great sadness. This will reset the next full moon.

The transformation of the Elven realm of Silverwood into Dearthwood was a tragedy this is meant to convey some of that sorrow. The second special result.

6 – The Kitchen
Rotten remains of a kitchen.

I like to write locales that make sense. While I can understand the appeal of funhouse dungeons they are not really my forte.

7 – Storeroom
This room was the kitchen storeroom. Amid the piles of refuse are the two Giant Snakes and their treasure. A Potion of Fire Resistance and a jeweled Necklace worth 1,000d.

Giant Constrictor: HD 6; HP 28; AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; CL/XP 7/600; Special: Constrict

d = denarius = 1 silver penny = 1 silver piece. I price everything in silver, call the coins pennies as a flavor thing.

8 - Cottage
8a – Bedroom
The ruined remains of the Bedroom of a Cottage

8b - Closet
The topshelf of the closet is rotted causing it to collapse when the door is opened. Save or suffer 2d6 damage. In the fallen junk you find 1,200d.

Trap with treasure at least there is some consolation for the pain.

9 - Cottage
9a – Bedroom
The ruined remains of the Bedroom of a Cottage

9b – Closet
In the pile of junk there is a music box.

There a reason for the music box, but I can't get into it yet.

10-Temple of the Elves

In this section I will go through each room

10a –Temple Steps
8 Giant Rats surry around the temple steps
Giant Rat: HD 1d4hp; HP 4 x 3, 3 x2, 2 x 2, 1x 1 AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18; CL/XP A/5; Special: 5% are diseased.

10b – Rubble pile
2 Monstrous Rats lie hidden guarding their treasure of 2,800d.
Monstrously Huge Giant Rat: HD 3; HP 10, 8; AC 6[13]; Atk 2 claws (1d3),1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased.

The party approaches the temple there are giant rats scurrying around the steps. I think this is a great evocative scene. However I think I need to explain the setup with the Monstrous Rats a bit better. Basically the players will see piles of refuse and check them out. The Monstrous rats are a gotcha moment.

10c – Alcove of Elders
The half dozen statues along this wall depict various noteworthy elders, scholars, and sages of the elves. Meditating in front of one of the Statues will cause the following spells to be cast. One time for 1 person every full moon.
1 Cast Healing (4d6+2 hp healed) , “Virtue is healing.”
2 Cast Dark Vision “One must see one’s enemies”
3 Create Food, “An army doesn’t walk on it’s stomach.
4 Shield (duration 24 hours, AC 15 melee, 17 missile), “A good defense helps when a good offense fails”
5 Haste (doubles speed and attack for 24 hours), “A good offense is better than a good defense”
6 Strength (duration 24 hours, 2d4 strength, fighter, 1d6 strength clerics, theives), “Sometimes power is best when brought directly on your enemy”.

10d – Alcove of Heroes
The half dozen statues along this wall depict various noteworthy heroes of the elves. Meditating in front of one of the statue will confer the following effect for 24 hours 1 time only for all six.
1 Raises Strength (1d6) “He could bear the load of a dozen.”
2 Raises Intelligence, “He outfought his enemies by his wits”
3 Raises Wisdom, “None was a better strategist”
4 Raises Dexterity “If you saw his blade, it was too late.”
5 Raises Constitution, “He persevered where others fail.”
6 Raises Charisma, “Thousand would gladly follow him into the abyss.”

This is was a fun set of special to write and it played really well. Probably need a sentence or two explaining the setup a little better.

10e - Altar
A centipede swarm lives around the altar.
Centipede Swarm: HD n/a; AC n/a; Atk 1 (1hp + non-lethal poison); Move 4; Save 18; CL/XP 1/15; Special: non-lethal poison.

This played out totally hilarious in the game as one member of the party rushes to check out the altar.

10f – Storeroom
Various items used in the temple were stored here. 2 evil Curates are here preparing to haul various items to begin a ritual to desecrate the main temple. In a large chest along with ritual implements is +1 Sword of Silvanus (they planned on destroying this in the ritual) and 600 gold pennies.

Evil Curate; AC 2[17]; 5th level Clerics; HP 24,16; HTB +2; ATK 1 DMG 1d6 (Mace); MV 60’; Save: 10: Mace, +1 Mace, 30d; Spells: Cause Light Wounds, Protection from Good, Hold Person, Curse, Prayer

The main fight of the ground level. If I publish this need to add a few sentances here and at the beginning to explain that this is a Temple of Silvanus that these guys are going to desecrate for their evil plan. That they are demon cultists

10g – Vestry
This is was the office of the Head Druid of the Temple. Now there are 12 Orc minions of the curate lounging around eating and drinking. If they hear fighting outside they will respond in 2d6 round as they are more than a little drunk. A party has automatic surprise on the Orcs.

Orc: HD 1; HP 3x7, 3 x 3, 3 x 5, 3 x 8; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.

The drunken orc bit could be consider a bit of a funhouse but also plays to the naturalistic side of how I run things. Not every orc guarding a chest in a 10 by 10 room is going to be on the ball.

10h - Closet
This is a locked closet where the vestments and items used in temple services are stored.

Could just be ignored as flavor text but players into roleplaying could use this as a way of renewing the temple for the glory of Silvanus. I also need to flesh it out to show that these are of Silvanus not the Demon Cultists.

I think things will come together the more I write using this format along with running game sessions. One thing I noticed is that I got more verbose the further I wrote. During the writing of Level 1 I kept the short and simple descriptions more consistent in length and brevity.