Mystifying and Dangerous

The most important thing for me, then and now, is that the dungeon includes lots of things for the characters – and their players – to fiddle with and puzzle over. That's one of the great appeals of dungeon delving: trying to figure it out. Of course, it helps immensely when figuring things out brings with it a tangible benefit, like treasure or knowledge. There needs to be some kind of incentive to making the extra effort, just as there needs to be some kind of risk to balance it.

The fear of "death", its risk each time, is one of the most stimulating parts of the game. It therefore behooves the campaign referee to include as many mystifying and dangerous areas as is consistent with a reasonable chance of survival (remembering that the monster population already threatens this survival).That comes very close to encapsulating the lessons I drew from reading In Search of the Unknown all those years ago. If you look at many of the earliest published dungeons, whether from TSR, Judges Guild, or appearing in the pages of Dragon and other RPG periodicals, you'll see they almost always include enigmas, puzzles, and traps of varying degrees of fiendishness. Indeed, I'd go so far as to suggest that these elements are integral to what a dungeon is.

I adore these kinds of dungeon elements. Anything that gets the players thinking about the dungeon, even simply as a play space, greatly appeals to my sensibilities. Old school D&D fans often say that the hobby was born in the megadungeon and, while there's much truth to that, I think it's just as true to say that the hobby was born in the challenge dungeon, which is to say, a space where the players matched wits against the referee in figuring out his puzzles and overcoming the trials he set before them. My appreciation for this style of play may explain why I've never hated The Tomb of Horrors as so many others have.

Still, I can't help but feel that dungeons are at their most fun for me when they include lots of riddle-spouting statues, giant chessboards, green devil faces, and deviously hidden secret rooms. A dungeon without such things will soon get boring and will never become a campaign tent pole of the sort that encourages return visits. I can't tell you how many hours I've poured into certain video games over the years trying to beat exceedingly difficult encounters or trying to locate some hidden chamber, often for very little in-game reward. There's no reason dungeons can't be like that, too.

Published on December 03, 2023 21:00
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