King Arthur Pendragon

Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Monday, May 7, 2012

Megadungeon - First Maps

Detailing an entire megadungeon isn't an easy task, but it's a very enjoyable one. This weekend I was able to complete two maps: level 1 of both the crypts and the dungeons. I used A4 graph sheets for each level, much like the original modules. My reference is the Caverns of Thracia by Paul Jacquays which, in my opinion, has some beautifully drawn maps. I don't like cluttered maps, so I divided the upper levels in three distinct areas: the crypts, the dungeons and the magic sanctum (which I have yet to draw). Bear in mind that these maps are still drafts.
I haven't decided on how to connect them all, but for the time being they are three separate level 1 maps. The Crypts may be connected to the Dungeons by some side passage or sewers but I'll have to decide on that latter. The Magic Sanctum is most definitely sealed off and the only way in is by using a magic key (scattered about the other levels). We'll see how this plays out.

Wednesday, April 25, 2012

The Dragon Magazine - Up on a Soapbox

For my ultimate quest to create the best megadungeon I can possible create for my group, I returned to the roots of it all: Castle Greyhawk, the most famous of dungeons. Because it never saw the light of day outside Gary Gygax's and Rob Kuntz's game table, it acquired an almost mythical status. I've recently heard quite a bit about it and what I heard made me realize that it was exactly what a good megadungeon should be: not completely realistic, but whimsical, filled with fiendish traps and puzzles to entice the players AND the characters. To learn more, I tracked down several sources, some of which were easier to acces than others. One of these sources is the complete series of Dragon articles written by Gary Gygax: Up on a Soapbox.

The first article was published in issue 287 (September 2001) and the last one in issue 320 (June 2004). In them, Gary describes his experiences running and playing in the Greyhawk Campaign, mainly in Castle Greyhawk, a megadungeon than spanned several levels. These are uniformly excellent articles because they open a window to a past that most of us have almost forgotten, but also because they give us glimpses of a long-lost campaign that - to most of the old grognards - is a kind of Holy Grail, lost in a mythical time. Only elements of it have surfaced since then in different mediums. Now that Gary is deceased, these articles and a handful of other materials are the only link to the original Castle Greyhawk.

The articles themselves are not connected in any way. The author tells us about several situations that cropped up during his and Rob Kuntz's campaign. Thus, we have mainly independent accounts of various moments, involving different characters. One article describes a group's efforts to solve the riddle of "a towering block of carved stone" that radiated magic. In another, the adventures are befudled by the appearance of a mysterious man whose skin is gold encrusted with jewels (according to Gary, no group ever caught him, and it continues to be a mystery to this day). There are accounts of Robilar going solo, and how he was teleported to the other end of Oerth. One article even describes how pit traps evolved from simple pits, to pits with trapdoors and, finally, pits with spikes. Without exception, every one is a small diamond in the rough and a joy to read. I say diamond in the rough not in a derrogatory sense, but because these articles are an account filtered through the mind of the man who lived it and is trying, to the best of his abilities, to describe what was like to be a part of that game. We can only imagine how things were.

From Gary's writing, I have extrapolated several elements that I will incorporate in my own megadungeon. It is also implied that Gary and Rob played with several different groups in the same setting. Therefore, parts of the dungeon were explored by different groups. Most of the puzzles and traps were not designed in a manner consistent with real world logic or even, sometimes, any kind of logic, but prepared only to confuse the players (the aforementioned trapdoors that changed as the groups learned to bypass them and the infamous ring of contrariness). In this sense, there was a sort of duel of wits between the DM and the group, with the former creating increasingly fiendish traps and puzzles and the latter trying to "beat" the obstacles set before them. I like this sort of adversarial/collaborative duality. Let us not forget that these were different times, and gameplay has changed a lot in the interim.

Castle Greyhawk also evolved, as different groups left their marks. Creatures would be slain or move away, allowing the characters to set up camp inside. Some mysteries were never solved and the characters would move on or return to them again and again. In the end, Castle Greyhawk, like any megadungeon, was never intended to be complete cleared or solved. It was a work in progress that constantly tested the characters AND the players' wits and problem-solving capabilities.

Up on a Soapbox is highly recommended reading not only to those who are interested in the history of our hobby, and the origins of the first megadungeon, but also to those who seek inspiration for their own dungeons and settings, like me.

Tuesday, April 24, 2012

My Own Megadungeon

As I continue to run the Keep on the Borderlands, and I'm having a great deal of fun with it considering none of my players ever played AD&D 1st edition old-school style, I am missing something: a creation of my own. Enter the MEGADUNGEON. This is a term that was new to me, although, in retrospect, I had already read a few large dungeons even before considering playing AD&D. I own the super-module T1-4 The Temple of Elemental Evil and I have heard of others like Greyhawk Ruins, Ruins of Undermountain or the mythical original Castle Greyhawk. I read Joseph Bloch's definition of a Megadungeon on his blog and although I don't know if this is the universally accepted definition, it appeals to me.

I want a place that the group or several groups can return to time and again to explore, a place of such profound depths and complexity that it will take many adventures just to skim its surface, a place that will never be depleted of monsters, traps and puzzles to tantalize the players for months to come. To this end, I have decided to start my own megadungeon. I will start posting regularly about the creation of this new dungeon which I have yet to decide if it's set in Greyhawk or a world of my own creation. I have no title yet, only a vague notion that it should be a castle set on an island in the middle of a river (taking a cue from Gygax and his own Castle Greyhawk superimposed on a map of the U.S.A. I have decided to use a specific part of Portugal, inspired by a real castle).

Some notions about it:
  • It will not have an overall plot. The plot will evolve naturally as the characters explore the dungeon and interact with its denizens. It will be whatever happens during the adventures. In other words, no preconceived results or storylines.
  • It will have an overarching theme, and several parts of it will have their own thematic elements to make them distinct.
  • It will have several factions living inside that will be enemies or foes depending on how the characters react to them.
  • It must evolve with time. The characters' actions will impact on it and it will be a very different thing after many months of play than it was at first. However, it will never be depleted.
  • It will have many levels and, using my Less Is More approach and my notions on how a dungeon should be, I will expand it little by little, with many new levels, new subareas, etc.
I think these will give me a solid basis to start this new project. I find it very exciting as it tickles my creative bone, a thing I sorely missed for a long time.

Sunday, April 15, 2012

Mythical Underworld

Someone who read my article pointed to an interesting website that complements many of my ideas. This site called Philotomy's OD&D Musings is dedicated to, obviously, the three little black books TSR published in 1974. The part that is particularly relevant to my last post is Creating a Mythical Underworld Dungeon, wherein the author discusses at length some guidelines on how to create a true megadungeon. Go read it as it's a very enlightening and entertaining piece of work, but there's a particular passage I'd like to transcribe since it perfectly illustrates the point of my last post:
"When creating your first three (or so) levels, there are a few general concepts that you should keep in mind. First, remember to offer the players plenty of choices. Even at the entrance to the place, don't give them one path to follow, give them four or five choices to make, right off the bat. For that matter, there needn't be only a single entrance. Have several ways in, with a few of the entrances going directly to deeper areas. Maybe new entrances open up or are discovered as play continues. Another important way to give players choices is to offer them many opportunities to move up and down through the levels. You want the players to decide when they want to go deeper. This isn't a video game where you play through the level to the end with the boss monster, then find the stairs. If they're a group of 1st level PCs, but they want to try their luck and skill on the 4th level of the dungeon, that's their decision."
This is a perfect example of a non-linear game that does not force the group into a particular path, and how to design a challenging and fun dungeon.