I
have been looking at my own mission writing in a critical way lately. As you might have seen, we are re-releasing
the Endless Dungeon series and if it does well, we’ll be finishing it as well. But I take far too practical an approach to
dungeons.
I
recall one of the famous trap books published decades ago had a corridor that
was actually hinged, and as the party walked down it, it would tilt and become
vertical instead of horizontal. OK, at
the age of 13, I absolutely would have used that trap, but I’m a bit older and
more cynical today. Why would someone
create a building that looked like a corridor and then excavate enough room for
it to be hinged and actually tilt. Think
about the dungeon excavation required for such a task. It just doesn’t make sense to me.
You
see, that’s the eye that I use when crafting dungeons. Yes, when I was a tween, I drew out elaborate
dungeons where elves, orcs, ogres, green slimes, traps and tricks all were
contained in tight little boxes. But I
don’t any more. I have a habit now (and
I guess I did back in the 90s if you look at some of the Endless Dungeon
missions) of keeping like with like. Since
it doesn’t make sense to me to have truly random monsters wandering around the
same place, missions tend to have a limited number of monster or racial types.
Take
Blood in the Slave Pits for example:
There are only goblins here.
Admittedly, there are two factions of goblins and one of them has dogs
and a huge wolf, but really there are only goblins here. That’s my style of mission writing. One type of monster makes it vastly easier
for the GM to concentrate on what these guys can actually do, as opposed to
trying to remember the bonuses for elves and orcs and goblins and trolls and
dragons and slimes, you get the picture.
This
isn’t laziness, it’s practicality. The
players get to concentrate on their one guy and use him to his best
abilities. The GM is juggling multiple
enemy characters. If you want to both GM
them correctly (as in without making blatant rules errors) as well as
effectively, using their best abilities, you can’t be distracted by what type
of creature they are.
So,
while I do think about drawing out those crazy mixed up dungeons we use to play
when we were kids, it isn’t going to happen.
There are ways to do it - if you give yourself enough room to play with
- but it isn’t easy. But I do think that
this is OK too. Not only do you as the
GM get to focus your strategic thinking on one race, so too do the players get
to focus on defeating this one type of enemy.
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