Tuesday, December 13, 2022

Megadungeon and RPG Terminology

This list will probably evolve for a few weeks, as questions get asked. I intend to refer to this list when discussing megadungeons.

Megadungeon Terminology
There are several types of megadungeons, and they need to be defined before I can begin reviewing the genre. But, even before that I need to begin with my definition of a megadungeon.

Megadungeon Criteria or Definition
The following is from DungeonsDragonsFandom

A megadungeon is a massive dungeon consisting of multiple separate layers. Megadungeons typically have long and complex histories, with different levels constructed in different eras by different groups of people. Such a dungeon naturally develops an elaborate system of interconnected ecologies.[1]

Unlike a standard dungeon, where it is plausible for an adventuring party to kill all monsters and recover all treasure, a megadungeon is so huge as to make this impossible. The size of the dungeon is so great that even if adventurers clear out a large section, it will be populated by new inhabitants before they can finish clearing out another. Megadungeons are commonly deadly.[1]

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The following is taken from RPG Museum

In Philotomy's MusingsJason Cone associates megadungeons with the concept of an underworld, which he describes as "a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer."[3]

He lists nine common characteristics of (underworld) megadungeons in the game world, as follows:

  1. It's big, and has many levels; in fact, it may be endless
  2. It follows its own ecological and physical rules
  3. It is not static; the inhabitants and even the layout may grow or change over time
  4. It is not linear; there are many possible paths and interconnections
  5. There are many ways to move up and down through the levels
  6. Its purpose is mysterious or shrouded in legend
  7. It's inimical to those exploring it
  8. Deeper or farther levels are more dangerous
  9. It's a (the?) central feature of the campaign[3]
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I want to dissect the list.
1. By definition, the megadungeon must be big. I think that Greg Gillespie re-wrote this rule with the release of Barrowmaze. (Barrowmaze is a single, sprawling level).
2. I largely agree with this, but these rules need to have a logic too them. This logic can be internal, but that makes it more difficult to make a good dungeon.
3. This is an absolute must in a megadungeon. Inhabitants in particular must be restocked and changed. 
4. Although not technically a requirement, a non-linear megadungeon is much less likely to become stagnant and boring.
5. This must be true. Even Barrowmaze has something like 15 entrance/exits.
6. I don't think this has to be true. Often the original purpose can be known (Castle Greyhawk's dungeons were created to house magical experiments). Even the Temple of Elemental Evil is pretty straightforward in its purpose.
7. (Inimical means obstructing). This is true in the first time through. But, as the dungeon gets explored, the areas should become more familiar and less inimical. Otherwise, the players will become frustrated and not wish to play anymore.
8. From a design point of view, this is the easiest to make a "balanced" dungeon. 
9. In order to fully experience such a vast area as a megadungeon, it must be at least one tentpole of a campaign.

So, my definition of megadungeon
Megadungeon (noun): A large section (typically a dungeon, but could be a forest, space ship or other structure) of a game world, with limited entrances/exits. Within, the rules of the game world may be altered. Cleared areas refill and the section lives and changes. This section cannot be cleared. The section should initially be challenging to traverse, with greater dangers further from the entrance.

Megadungeon Types 

Funhouse Dungeon:: A dungeon that is rooted more in lighter aspects of gaming. They typically have little "realism" with everything within being based instead on fun. 

Exploration Dungeon: A dungeon that is primarily created for exploration. Typically, these dungeons have many secret doors, traps, secrets and histories to uncover.

Nodal Dungeon: A dungeon without a set map or layout. Instead, it runs much like a flowchart, moving from point to point.

Other Terms

Beer and Pretzels Game: A game that is light hearted and easy going. Generally light on story and strategy, these games require low buy in and concentration.

Jaquaysing the Dungeon: A style of map design, wherein there are multiple paths through a dungeon area, often having loops in the flow of play, and able to hastily move from one area to another, non-linearly. Named after its creator, Janelle Jaquays, who pioneered the idea in the 1970s, while working at Judge's Guild.

Railroad Game: A point to point game, with a set storyline or encounter list pre-planned. It's called a railroad because the game is "on the rails." 

West Marches Game: A style of game, wherein the sessions are episodic (instead of serialized), with players (and characters) changing from session to session.

Hex Crawl Game: A style of game where characters explore an overland (or underground) hex map.


1 comment:

  1. Not sure if you were aware, but someone is going to be building a megadungeon this year.

    https://seanmccoy.substack.com/p/dungeon23

    I thought this would be great source material for you to review.

    ReplyDelete