When I began mapping the area I’m currently working on, it was
intended to simply be the grounds around an entrance into the megadungeon, but
after the “grounds” reached on hundred rooms, I got a little concerned. The
“entrance” was turning into an entire level unto itself. Was this okay? Was I
going overboard?
Ultimately, I decided this surface level was sufficiently
important to the history of the dungeon to justify it as a level in its own
right. But with 2+ floors and over 300 rooms fully mapped as of writing this, I
was really worrying that what started as just an entrance had grown into what
could almost be called a megadungeon in its own right. Was this too big? I
probably am going overboard!
Then someone asked a penetrating question about my concerns:
“What happens if it is ‘too big’?”
It’s a good question, and I’ve been thinking about answers to it.
“Too big” could mean any of the following:
- So large the players will never explore all of it.
- So large I waste a lot of time working up rooms that will never see use.
- So large it takes the PCs too long to reach places in the dungeon.
This is all I could come up with. So now I’ll try to address each
one and see if it is a significant concern or not.
Players Can't Explore It All
One of the defining characteristics of a megadungeon is that the
PCs will never fully clear the dungeon, even if they do fully explore it, and many megadungeons are so large it would
take years and years of gaming to even reach the bottom. In fact, I’ve read
that the original gaming group that first created Rappan Athuk never did reach
the bottom in decades of gaming. So I can’t say that an inability to fully
explore a megadungeon is a con.
I’d even go so far as to suggest it is a perk. Megadungeons are
nearly mythical otherworlds whose expanses are intentionally massive for the
sake of providing what appears to the players to be an infinite dungeon with
infinite possibilities. In this sense, the dungeon cannot be too big because any finite limits mean it could
theoretically be fully explored. And, as I have mentioned before in this blog, DungeonFantasy is, at least in part, about exploration, so if there is a limit
to what can be explored, at least one aspect of play does have a definite end –
something diametrically opposed to the idea of a megadungeon.
It Takes Too Long to Reach Places
This could definitely be a concern – especially in game where the
PCs are expected to start and end in Town. You don’t want to spend 80% of your
session just trying to get back to where you left off, and worse than that, the
length of a session could force multi-session delves or impose a hard limit on how deep the party can delve. Neither of
these are positive features. Thankfully, there are ways to avoid this limit
altogether, and most of them revolve around Jayquaying the megadungeon.
Nothing says that a dungeon’s deeper levels must be far removed
from the surface in terms of travel times. The original Diablo game did a
splendid job of making sure there were shortcuts back to town every five
levels. These weren’t available until you got to those levels, and that’s
something I would advise against, but they did provide easy access to the deeps
once they were open. Moreover, Jayquaying can be done so that “highways”
through the dungeon are created. This makes for quick movement between levels
so that even if you enter at Level 1, you can hit a series of chutes, ladders,
stairs, passages, etc. that take you down to Level 9 or 10 or 16 quickly. So even if you can’t access a
level directly from the surface, you can get there with minimal time wasted in
transit.
Another option is to provide magical waypoints or a portal
transportation network inside the dungeon. This harkens to Diablo 2, Diablo 3,
Path of Exile, and countless other computer games. Essentially, the players can
take a portal, cast a spell, etc. and skip right to a spot near where they left
off. This has the drawback of potentially letting them skip wilderness
encounters, changes in shallower parts of the dungeon, etc. It also lets them
arrive at full strength right away. The up side is that they can go deep fast. Personally, I would limit the use
of such portals via their placement and probably not make them usable directly
from Town, but that’s my preference.
Yet a third option is to simply have the players tell you the
route they want to take to get to an area, if they’ve already been there. It’s
not hard to glance at your notes and see if anything worth noting has changed
along that route, and what encounters there are. Roll random encounters based
on travel time, and then just hit the bits that matter along the way. This can
streamline the process by paring it down to just the bits the players might
care about without removing any of their agency.
It Wastes the GM's Time
This is always a concern for GMs and is probably the most valid
reason for not making a megadungeon of truly mindboggling in scale. It’s worth
noting that as the dungeon itself grows in size, the amount of work required to
stock that dungeon also grows at least
linearly. More rooms mean more stocking rolls, more trap generation, more
interesting notes and descriptions, more monsters, more treasure, etc. And
generating all of this is time consuming.
One way to work around time constraints is to start by generating
the details for the areas the players can reach within a session or two and
work outward from there. If you dungeon has heavy Jayquaying, then this might
mean a fair amount of work up front, but it’s not too terrible. Communication
with players between sessions can help a GM determine which areas require more
urgent fleshing out as compared to others, and as the megadungeon sees some
play, the GM will get a feel for how the players will go about exploration.
But wait! I said “wasted time!” That raises an interesting
question. Is the GM’s time truly wasted by mapping areas the PCs don’t visit? I
say no, and here is why. If the GM only maps the bits players will visit, one
of two things is happening: (1) the GM made a small dungeon so the players
have to explore every room or there
just isn’t much to do or (2) the GM is moving rooms he has prepare around so
that the players encounter them no matter
their choices. The first isn’t a very mega dungeon, since the players feel
physically constrained by the extent of the dungeon, and the latter robs the players of their agency. Yes.
Italics.
There are two interesting conclusions to draw here. First, if the
players feel obligated to explore every single room the GM has prepared because
there isn’t much dungeon to explore, it’s not a megadungeon. This implies that
for a dungeon to be large enough to earn the prefix, mega, it must have rooms
that will potentially go unexplored. Thus, the GM must “waste” some time on rooms the players will never see. Second,
if the GM forces the players to see
every room he created via some Quantum Room trick, he has robbed the players of
their agency. Thus, a megadungeon actually requires the GM to make rooms that
won’t necessarily be explored.
What's a GM to Do?
It’s simple enough, really. Make sure to practice good adventure
design and Jayquay your megadungeon dungeon, provide lots of entrances and
means by which to skip around the dungeon – again, a byproduct of good
Jayquaying, and lastly, realize that no work is truly wasted. After all, a
megadungeon isn’t mega if there is no possibility of players not seeing rooms.
The very concept of a megadungeon requires that the GM make more dungeon than
can feasibly be explored.
No comments :
Post a Comment