Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Wednesday, March 31, 2010

ITGW 2010

So on Saturday night I ran my ITGW event for boytoy, a couple players from the Traveller game, and a "D&D-curious" friend who'd been making noise about playing sometime for a while, and one of the Traveller players friends who had apparently played a bit of 3.5 and a bit of 4e before. ("I prefer 4e to 3.5," she says. "Which I know makes me unusual." Talking to people who aren't hooked into the online scene can be very odd.) I thought it went pretty well, for a wacked out little dungeoncrawl that ended with the entire party being eaten by trolls. Everyone had fun, died glorious deaths, etc.

More people showed up than I was expecting, too--five total, and that was minus the people who said they really wanted to show up but had either a LARP or something else going on that night. The ones who couldn't show want me to run something similar another time, and some of the ones who did were talking at the end of the night about doing this as a regular campaign. Which I really, really don't have time for now, on account of the two other weekly games I'm currently playing and the third I'm planning to run myself, but I am intrigued by the idea--as is boytoy, who's considering running a similar kind of game himself. Only with "no rules." Not sure how that's going to work out, but we'll see.

This enthusiasm persisted despite the fact that the TPK the game ended with mainly killed second characters--three people had already lost their first and rolled up new ones at the table. (We introduced the new ones with Ye Olde "you run across goblins sacrificing other adventurers!") But the worlds "Bonesaw has fallen in glorious battle!" go a long way towards keeping the table energy up even Bonesaw's face has just been gnawed off by an angry troll or whatever, and everyone was pretty much treating it as a goof-off kind of thing anyway. At some point I'd love to run a more "serious" dungeoncrawl, but considering that it was a one-shot and a gang of new folks, goofy, high-energy, and high-casualty seemed like the way to go.

Tip: Players are perfectly happy for their characters to die if they die in ridiculous ways. (And they know going into it what to expect.)

Because they weren't taking it seriously, though, they did a lot of dumb things, even once it was clear that they were dumb things to do. I'm hoping that they'd tighten up a bit in a more serious game; I'd hate to think that they were doing this stuff because they thought that was how old school D&D was "supposed to be played." But with any luck, they've learned that:
  • Sleeping in the dungeon is a terrible idea. And worse the second time.
  • Monsters that are immune to sleep are scary.
  • If the rats aren't attacking you, don't pester them.
  • Making as much noise as you possibly can while opening doors attracts monsters.
  • Running means you can't map. Deciding specifically to push on in a different direction from the one that you think leads back to the surface means you will get horribly lost.
  • Having a spell saved is no good if you're dead.
They did learn, I know, that sleep is a much better spell than magic missile at that level. Several of the players pushed one of the magic-users to prep the latter spell, ("It's magic missile!") and boytoy's first character ("The Mighty Wizard Butterburr," and the character responsible for naming the place "Butterland Hollow.") did indeed enter the dungeon with that bit of magic, but they quickly learned that guaranteed damage on a single target is in no way equivalent to the ability to neutralize a horde of monsters at once.

I was pretty pleased with what I came up with to run the dungeon itself. I never did sit down to make notes for the dang thing; I had a map, my copies of Fight On! a few minutes while the players were making characters to scribble down a few ideas. So I made a deck of cards with different room descriptions on them, some from my old megadungeon, some from Fight On! and some made up on the spot or based on player speculations. When they got to a new room, I'd roll a few dice to decide whether to draw a card, roll a wandering monster, or leave it blank, and note down the details on the map.

This worked really well for the freewheeling kind of game we were playing, and would have only been a bit harder if they'd been doing basic things like listening at doors. Truly thorough investigations would have required a more involved note-taking scheme, but since this group was more interested in making as much noise as possible than careful searching and scouting, I was able to get away with a few scribbled notes.

Overall, I'm pretty happy with how this game went. It's got me thinking again about running some kind of regular, serious dungeoncrawl, but there's no way I'm going to have time for that kind of thing any time soon.

Saturday, February 06, 2010

Oh Ettercaptain, My Ettercaptain

On Thursday I had an unusual experience: I watched another group of gamers in action. Usually, if there's D&D happening, I'm right in the middle of it. Chances are, I'm the one who got the game together in the first place. But that night only one other person had shown up to an English Club meeting, a player from last year's Traveller game, and when it turned out that this other group was meeting to play D&D right next door, one of the players, who had also been in the Traveller game, invited us to come hang out and watch. This was a game I'd been hearing about for a few weeks, since I knew most of the people who were playing in it through various channels, so I was curious.

It turned out to be, well, not enlightening, exactly, but interesting enough that I started taking notes. Much easier to do that when you're not playing or DMing, actually. That, in fact, was interesting enough: the opportunity to really see what was going on in a session, and notice a lot more than I usually do when immersed in it myself.

For reference purposes, the group consisted of the DM, the DM's girlfriend, the DM's brother, the DM's brother's girlfriend, and the ex-Traveller player.
  • The DM rolled treasure at the table, in the open, off the DMG charts, adjusting the treasure for monster type. (In this case, an ooze, that had 10% coins.)
  • He calculated XP at the table the same way, right after the fight in question, and noted that he hadn't remembered how much work it was. (Which didn't surprise me. Oh, do I ever not miss the CR system.) He also said that it didn't really matter anyway because he was going to up them to 4th level at "the end of the tunnel," but went ahead and calculated XP and handed it out all the same.
  • As usual, I showed up just after they fought the gelatinous cube. I am perpetually hearing stories about fighting gelatinous cubes, but have never actually been present for one.
  • They had a number of health restoring abilities, one of which I'm guessing was a dragon shaman aura, (I know the party consisted of at least a knight, a duskblade, and what I suspect was a warlock -- whatever she was, she had spider climb at will) and one of which was provided by a magic item ("a jewel") that the DM's girlfriend's character had.
  • The DM's girlfriend hadn't played D&D before this campaign, which had only been going on a few sessions. This was pretty obvious; he explained things to her a couple of times, and rolled dice for her at least once. She also didn't speak up much; the other characters were much more active in interacting with things.
  • Lots of filthy jokes.
  • They'd fought the slime for some ettercaps, in exchange for their freeing a few "human prisoners" (as the Traveller player explained to me) who turned out to be a dwarven cleric and an elven rogue. The dwarven cleric "healed the party," in what was pretty clearly a DM hand wave to get the party back to full health, and then the two of them gave the party 200 gp and a potion of flammable oil.
  • The party decided to give the potion to the knight, on account of him being the character who could get the most use out of it.
  • The dwarven cleric and elven rogue had just come from the other end of the tunnel, the dungeon that the party had heard had treasure and was trying to get to. As they were leaving to go back the other way, towards the town the party had come from, the Traveller player (finally!) asked if they had any information about said dungeon. They didn't. The DM said a few things about how all they'd seen was the pit they fell into when the ettercaps got them.
  • Neither the dwarf nor the elf had names. The DM didn't supply any, and the party didn't ask.
  • The next one was a puzzle of some kind. Interacting with it made everything worse: sleep spells, spikes, and then the room filled with lava. They turned it off by rolling a Search check, whereupon the DM told them about the switch that reset everything.
  • By the time they'd set of the third or fourth trap, I wondered, "Why don't they just back off and find something else to mess with?" Then I remembered that the whole thing, being a tunnel, was a straight line: they had no where else to go.
  • Then they rolled another Search check, and the DM told them what they needed to do to solve the puzzle.
  • Accidentally filling a room full of lava is fun. Especially if it's mostly one player's fault and the rest of them can make fun of him for it.
  • Arcane spell failure made the spell in question misfire rather than just fizzle.
  • No one was quite sure how to calculate a spell DC. I spoke up at that point, but probably shouldn't have; it would have been interesting to see the solution they came to on their own, and how long it took.
Best quote: "Oh Ettercaptain, my Ettercaptain."

I'm going to have to find out if the dungeon they're headed for turns out to be as ridiculously linear as the tunnel was. Which shouldn't be too hard, since boytoy lives with one member of the group, and I have classes with the DM. It made sense considering that it was tunnel, but I still feel very strongly that a dungeon ought not to be linear, and watching this session more or less confirmed that idea.

I'm very, very tempted to write up another dungeon for Swords & Wizardry, taking into account what I learned from the megadungeon about organizing my notes, and invite this crowd, the rest of the players from the Traveller game, and the group that I've heard plays Vampire: the Masquerade for a proper dungeon-crawling experience.

On the other side of the spectrum, I'm not entirely sure why they weren't playing 4e D&D. The DM's brother I know, from previous conversations, has an intense dislike for the system, but I suspect that they would have found the healing surge system useful. (It was fascinating watching the way healing happened in that game; to my eye, it looked like they'd patched together a less elegant solution to the problems that the healing surge system is intended to address.) Moreover, they were mostly playing as a series of encounters strung together with the occasional talky bit, so there wasn't much that 4e would have interfered with. Probably just a matter of familiarity, I suppose. Or due to an issue that didn't come up in this session.

Overall, though, they were clearly having fun. Philosophical objections aside, the DM was entertaining, and good at keeping things moving. And the players were all into it and enjoying the game. Which is really what matters.

Sunday, September 13, 2009

Dungeon Soap Operas are the Best Kind of Soap Operas

It's been three sessions since I rolled any dice in the solo game, and before that it'd been at least five or six sessions since they came up at all. (At least on my side of the screen.) It's not quite free form -- a few spells have been cast, and ability scores referenced -- but, as Trollsmyth mentioned about the time that the new style started, it's definitely shifted more towards relationships and social maneuvering, with the occasional desperate rescue attempt thrown in for good measure.

That's the key word, though: "shifted." The game started out solidly D&D. Lots of mucking about in dungeons, figuring out traps, and getting chased around by spiders. A lot of times my character ended up talking to the various dungeon residents rather than fighting them, and there was a brief detour to the plane of Fairey, but it was still mostly a game about treasure, the nasty things between me and the treasure, and the odd world-threatening artifact. A good game, but nothing too unusual.

Now, yes, it's very different. It's mostly talking, often about other people, and reacting to all the weird social situations my character's gotten herself into. Treasure's no longer an issue, and even saving the world has receded in importance. Now, I spend more time thinking about relationships, between my character and various NPCs, and between those NPCs themselves. An unusual amount of time, for me; while friendship, romance, loyalty, enmity, and other such bonds have always played a part in my games, we've been spending much more time than I'm used to dealing with them, sometimes to the point of simply playing them out. While I liked the game before, I'm greatly enjoying the change.

But it all grew out of that dungeoneering. Mucking about in dungeons gave my character something to do that didn't require complex relationships with several NPCs, or fifty e-mail's worth of setting knowledge. It was fun to do on it's own (particularly the kind of dungeons Trollsmyth runs, where you learn all kinds of things about elven history when you're not busy running for your life), but it also lent itself to developing the kinds of relationships that now support the game. The dungeon, after all, is how my character met those people in the first place, and the danger was part of why she started to care so much. It provided a backdrop, and a backbone, for the development of the friendships we're now exploring.

To take the most obvious example: The big turning point in the campaign, the moment when it became clear even to me that something different was going on, was when my character and one of the clerics she'd hired back at the beginning of the game got themselves involved in an awkward budding romance, and we spent most of several sessions just playing it out. But things had been developing in that direction for a while, all in the context of their adventures. He delayed an expedition half a day looking for her when she disappeared into Fairey; she opened the potentially deadly door into the Tower of the Stars partly so he wouldn't. When they finally acknowledged, and acted on, those feelings, it was with that history. Dungeoneering created situations where those moments could happen.

Thursday, May 21, 2009

Beware the Bat!

The second session of my boyfriend's Mayan/Aztec/Ghost Conquistador dungeon ended poorly for my characters. But not for the bat.

We were using Google Voice Chat, since it's summer break and we live in different parts of the state, and aside from a few technical problems that aspect of it worked fairly well. It's not as immersive as text chat, and I could see it quickly getting very confusing with more than two people, but particularly when the DM needs the occasional explanation of what dice to use for an attack roll, it's nice to have the speed of voice.

The game served as a lesson, and a good one for a new DM to learn: it's the players responsibility to get out of dodge when danger threatens, but it's also important for the DM to understand and telegraph that danger. He didn't quite realize how tough the monster was, and so he described it in ways that made it sound less fearsome than it was; much smaller than it should have been, for one. But at the same time, I was knowlingly flirting with danger: I had one PC and a henchmen going up against what I thought was a CL 3 or 4 critter. So I'm not annoyed about it (all my protestations and threats to the contrary), it's just a good lesson. For both of us.

Saturday, May 02, 2009

Brand New DM's Sunken Ship Dungeon

My boyfriend has put up a post on his own blog (which is otherwise mostly non-gaming) about his experiments in dungeon design and some notes on his sunken ship dungeon. Of particular interest are the pictures he's posted of the part of his first dungeon that I've explored, and the reference material he's using to design the layout of the ship.

Friday, April 24, 2009

On the Merits of Dungeons

The other bit of gaming I did last weekend (besides Trollsmyth's Labyrinth Lord game, which was particularly excellent and which I know I haven't been writing about enough, even considering that it's harder for me to blog as a player than as a GM) was a couple of hours of Swords & Wizardry, in the previously mentioned boyfriend's brand new dungeon.

He's hooked. Wishing-he-had-graph-paper-in-class, can't-wait-to-play-again, completely, totally, fantastically hooked. He's got a bunch of ideas about how to expand his dungeon (currently a Mayan/Aztec/conquistador mash-up thing, but he's thinking the next level, accessible through a big ol' pyramid, will be Napoleonic Egypt) and has started suggesting new kinds of games to play, including a ship-going, ocean-hopping game. He finally gets why I spend so much time on this stuff.

Because he didn't, the first couple of times I tried to get him into gaming. (Real gaming, not that weak-ass computer stuff all the kids are into these days.) Part of it, the first time, was that he was gaming with a bunch of people he'd just met for the first time; part of it was he's able to get into it a lot easier when it's just me and him. He still kind of thinks of Dungeons & Dragons as something that he'll get made fun of for, a feeling that, while I don't really share it, I do understand. Less people means less waiting, too, which particularly helps with someone who's only other gaming experience comes from computers.

But I can't help thinking that maybe, just maybe, some of it is the style of play. He likes planning expeditions, picking out equipment, being cautious, and exploring. The other two games he's played were a lot more character based, more about goofy antics and "acting out a role." Which is great for a lot of people, but for whatever reason that kind of game didn't quite click with him. The dungeon does.

From here, I expect he'll branch out a bit, once he's got the core experience down and he's ready to move on to bigger and better things. But it just drove home to me that there is real value in the dungeon style of play, even simply as an introductory stepping stone: a straightforward, structured shallow-end in the pool of roleplaying. (Though that's definitely not all it is, as I'm learning in Trollsmyth's game.) Give up the dungeon entirely, and you lose players for whom it works in a way that more "sophisticated" styles of play really don't.

So score one for the Old School Renaissance. This really is turning out to be the Year of the Dungeon.

Friday, February 20, 2009

It Took Me Eight Years To Figure This Out!

Last night's game (Trollsmyth's Labyrinth Lord chat game) triggered a minor epiphany for me. Nothing earth-shatteringly major, but it was a bit of a "where have you been all my life!" kind of moment.

Most of the session involved exploring a crumbling elven villa, the sort of standard ruined structure dungeoncrawl that forms a large part of the basic D&D experience. Which I had never, ever done before, to my great sadness. Those closest I've ever come was playing some of those early 3rd edition adventures -- the Sunless Citadel, something about an evil coin, and a few of those free adventures they used to have on the wizards website -- or rather, attempting to play them, since we very rarely ever got to the dungeon itself, and always abandoned the ones we did get to after the first few rooms. And those weren't even really dungeons; I don't know that the word quite applies to small, linear complexes designed specifically to support a single story.

At any rate, we quickly got it into our heads that "dungeon" meant "hack 'n slash," a static complex full of monsters, treasures, and traps, that didn't move around, didn't interact with each other, and didn't suggest any interesting decisions. Monsters were there to be fought, and traps meant rolling dice to see if you'd taken damage. So I spent my first couple years of gaming without any dungeons. Without a whole lot of D&D, even -- we were just as likely to play d20 Modern, or d20 Star Wars -- but when we did play D&D, we were messing around with Drow politics and getting sucked into inexplicable planes of ultimate evil intended as some kind of commentary on typical fantasy tropes. I finally ran a dungeon of my own, but it was just as uninspiring as my early concept would suggest. Fun, sure, since it was a light popcorn game, but ultimately unsatisfying.

Cue the Old School Renaissance. Suddenly, you've got a bunch of people writing about dungeons, not as story-filled lairs (how a lot of the online GMing advice I obsessively read in my early years treated such underground complexes) but as strange places full of mystery, ready to be explored. The idea of a dungeon as fundamentally weird place, that expected the players to explore, move around areas that were too dangerous for them, and solve problems using their own resources rather than in-game ones, was absolutely electrifying. I haven't, despite several bursts of enthusiasm and a few scattered attempts, run something like this of my own, and that's largely because the idea was so completely, deliciously alien to anything I'd gamed before that it's taken me two years to completely understand it.

Through all this, I never gave much thought to playing through a dungeon myself. Most of the other GMs I know aren't interested in them, and at any rate, I don't play much. (I have this weird idea that I don't like it, at least when compared to how much I enjoy DMing. More on that soon.) When the opportunity came up in Trollsmyth's game, I was certainly intrigued, but mostly thought of it as a way to get a better feel for dungeon design -- to see the beast in actual play, as it were.

Which I did. I've now got a much better sense for exactly why certain dungeon features ought to be arranged in the ways they usually are -- the values of interconnectivity, for instance -- and a much better idea of what a typical bought of dungeon exploration is supposed to look like. But all that, while important, is also missing the point a bit.

Dungeons are fun. Exploring dungeons is fun. I've tended to fixate on the gonzo/weird/inexplicable aspect of a traditional megadungeon, but they're fun for reasons even more basic than that. Mapping out a place, learning about it and how it was built, finding neat things in it, figuring out where the danger points are and trying to deal with them -- fun.

And I've been missing it, my entire gaming life.

Tuesday, June 17, 2008

Random Dungeon Generation

I've been working on a random dungeon, mostly for my own amusement but also with an eye towards using it when my group finishes Keep on the Shadowfell. This campaign ends when summer ends and everyone goes back to school, so I don't want to get to in depth and do my usual plot-arc wrangle, but we're going to need something to do after they finish the module. If the dungeon turns out interesting enough, and I don't think of anything better, I'll use it.

It's the first time I've generated a fully random dungeon. I started out with 3rd edition, which has charts for randomly stocking dungeons with critters and features, but no map tables. I got the AD&D Dungeon Master's Guide partially because of the random dungeon charts in the back, but was pleasantly surprised to find that the 4e DMG also has a nice set of charts.

I've been using those, because they generate the assumed size of rooms, but will probably refer to the AD&D charts for at least a couple of levels, as a change of pace. And I'm going to use the AD&D charts for weird noises and laboratories and so on; the 4e charts are even worse than the 3.5 charts in that area.

It's fun. Even without occasional re-rolling ridiculous or uninteresting results, there's enough decision-making that it's as interesting, if not more so, as a dungeon I'd hand make, and figuring out explanations for weird combinations is fun. It's also very relaxing; just the right mix of input and output to make me totally lose track of time.

Thursday, May 29, 2008

Wherein I Discuss Time, and Also Doors

One interesting thing that could be in a dungeon would be doors that open only at certain phases of the moon. This would work best with large dungeons, or if you otherwise had a reason to return to it over time. Then the dungeon would cycle through different areas being open; the players might even need to complete some task or puzzle in one area to get further into another.

Some doors might be open for relatively long periods in the moon's cycle, others for only a single day. And if there was more than one moon, a door might open at certain specific combinations of phases. There'd probably have to be some kind of notation system, a code for the PCs to figure out, that indicated when these doors would be open, so the players wouldn't have to go through and check every door every time they entered the dungeon.

Other time-based doors are fairly simple to imagine. Doors based on time of day, days of the week, months, seasons, and specific times of the year would all be fairly straightforward, though, again, it's a good place for a puzzle, especially if the time when it opens is fairly specific, or a long way away. It wouldn't necessarily have to be code-based (my group likes codes); the information they need might be written down somewhere, or known by other inhabitants of the dungeon.

More exotic time-based requirements are possible. Eberron's planar conjunctions would make an interesting criteria; any fantastical, regularly occurring even would work well, especially if it was somehow important to whoever built the dungeon. (If it was built by mortal hands, that is.) Doors like these would also make a good place to use fantastic calendars. Using the contemporary calendar of the world would encourage the players to actually pay attention to it, while a calendar constructed specifically for the lost civilization responsible for the dungeon could help illuminate its culture and strangeness.

Wednesday, May 28, 2008

Character Death and a Good Campaign

I've been reading Jeff Rients' tales of PCs past and their rousing adventures, and something odd occurred to me: I've never had a character die. (Properly, in influencable circumstances, I mean. I've been victim of "rocks fall, everyone dies," but I don't know that quite counts.)

And I've had precious few character deaths on the other side of the screen. Three characters died in the "Desert Campaign," the most combat heavy game I ever ran, and the only one that had anything approaching a dungeon crawl. A couple died in the Gnome Town game I ran, but that was exclusively PC-on-PC violence.

In other campaigns, I had the occasional close call, but I always fudged it. Once I got a guy ressurected by the main villain of the piece (long story, it almost made sense at the time) and once I took the more convential route of "misremembering" how the dice came out.

Part of me feels bad about those incidents--lack of character, or something. Part of me thinks it worked for the campaigns. The way I tend to run games, I get very interested in the characters, and what they're going to do, and the history they're building for themselves. When I'm in the moment, running those kinds of games, even if I've said to myself beforehand that I'm going to let the dice fall where they may, killing them just seems like a waste of time.

On the other hand, fudging at the last minute probably isn't the best solution. But it always worked out alright. Those campaigns went fairly well, everyone mostly ended up having fun.

But the "Desert Campaign" was pretty fun, too. When people weren't arguing with me, or complaining that I wouldn't let them play a half-illithid whatever, anyway. But it had a different sort of style to it. We played at lunch, and it was mostly guys who liked building characters, killing things, and taking their stuff, in roughly that order. I flailed around a bit at the beginning, but once I figured out that what they reall wanted was to kick in the door and have a fight every day, things started to go pretty smoothly.

I was a lot less focused on story -- that is, what had happened before in the campaign, and what was going on outside the characters, and what might happen next if they didn't get involved -- and a lot more focused on what was going on in the fight of the day, and prepping the dungeon so I'd be ready for the next day.

Because I didn't particularly care about what the characters had done, or were going to do--they were interesting enough, on an individual level, but the the guy the player came up with next would be, too--I was a lot more comfortable really dropping the hammer on them. I even used a death ray on one of them.

It was fun. The players liked the fights, and the occasionally liked rolling up new characters, and not taking things too seriously. I had one guy who liked arguing, another who liked making just-barely-almost-broken characters, and another who liked playing the weirdest things he could find, but I handled it.

I liked the change of pace from my usual games, and actually getting to use the random monster and treasure tables in the Dungeon Master's Guide, for once. And I liked building the dungeon. The dungeon--which was, in the game, a tower, but in practice it was a dungeon--wasn't particularly good. It wasn't much more than a bunch of rooms filled with monsters and treasure. Very little in the way of traps, description, puzzles, or interaction amongst its inhabitants.

It did have a couple of virtues. It was extremely non-linear. Any place you could get to, you could get to in a couple of different ways. Which was good, because the players could still get to the stairs after they decided that the black dragon, and later the basilisk, just weren't worth messing with.

I think, if I'd continued to run that dungeon, or something like it, that I might have eventually worked out the finer points of dungeon design. But they finished it, killed the sorcerer at the top of the tower, and a short time later the campaign went on permanent hiatus, in favor of a campaign by the guy who liked to argue that ended pretty quickly, too.

It was fun while it lasted. I some important things from that game, even if, at the time, it was a source of serious frustration for me, and it didn't end quite how I would have liked.

I'm thinking about running my summer campaign along similar lines. Improve my dungeon design, because I know a lot more theory than I did then, that I'd like to put into practice. And maybe get more comfortable with PC death, so I don't back down from it as much even in games where specific characters are more important to the players, and to me. I'll have a good mix of players for that style, and it'd be good to test how well 4e can handle it.

Thursday, August 30, 2007

Not Just Fourth Edition

If you're interested at all in 4th Edition, go check out Mike Mearls's forum blog. And the other 4th Edition staff forum blogs.

There's some good stuff in there, and not just about 4th edition. What really caught my eye was this piece on making dungeons "chunkier," that is, keying encounters to groups of rooms rather than single rooms. That way it's easier to keep track of what's going on in each room, and how they're interacting. Good advice, no matter what edition you're running.

Monday, May 14, 2007

Call of the Weird

I want to run a game where the dungeons are really weird. Nonsensical, illogical, and happy to be that way.

I got the idea from Jeff Rients. I want to run a game where all the dungeons are like that.

Most of the dungeons I've made have made a certain amount of sense. I knew who the designers were, and a lot of the structure sprang from that. I knew why all the monsters were there. True, for one dungeon, that reason was "a wizard did it," but I knew enough about the NPC in question for it to make a certain amount of sense, at least to me.

Still. All the other dungeons I've made have been pretty straightforward. I'd like to run a game where they were, for the most part, intentionally irrational.