Showing posts with label Dungeon Design. Show all posts
Showing posts with label Dungeon Design. Show all posts

Tuesday, 25 November 2025

A Review of 'Local Heroes' by Amanda Lee Franck

"put on a mysterious hat or a wizard robe or a regular robe"




(Disclosure; I am friends with the creator so you can add this review to the ever-expanding ‘OSR Circlejerk’ sub-category).


Local Heroes - is a 16-page PDF game that Amanda Lee Franck put out on her Patreon, so far you can only get it there! (Or on her Comradery, which is communist Patreon.)

A single-session game about about a single night; the players play themselves, the game-world is their own. They are given gifts and sent to fight a multidimensional monster which must be dead (banished) by dawn.





Imagining the Known

Character generation has already been done. In rules terms this means (unless you have that Fireman/Marine buddy) everyone has relatively ‘flat’ characters, and that everyone knows who everyone is, and that everyone knows what everyone can do. A basic exchange system exists to discourage inane min-maxing or self-delusion, though, since its near-assumed that the players will be a semi-familiar friend group, the honour system, and embarrassment, will be the more effective restriction.

The game begins (in-world) at midnight and the creature need only see the sun to win. Thankfully is is bent on wiping out the heroes opposing it and won’t just get a taxi out of town, and hopefully you are playing in Winter and dawn is many hours away.

What remains is planning and manipulating the environment and a small selection of magical tools. You get an hour of lead time - all those fragments of local knowledge can actually be utilised - zombie escape plans, the locations of building equipment and industrial machinery, of train tracks and ruined buildings, unfilled pits, canal locks, teetering long-term structural collapses, places that might be set on fire, walled gardens, funnel spaces, dead zones in the middle of vast roadworks, strange places difficult to get into or out of, water mains, electrical junctions and pylons, barbed wire, hardware stores, fire axe locations. Its a memory-and-play game for local residents.

As it pulls on local memories so much, and as the honour system and mutual knowledge are quite useful in shaping ‘character generation’, this is not a good ‘Con Game’ and therefore mildly unamerican - it is not highly systematised, depends on local knowledge, is not great for a mixed group of strangers meeting in a place unfamiliar to all, and might not work well in rural America, the south, or anywhere where gun ownership is common or widespread - your average game with a bunch of enthusiastic gun owners might be pretty short. (Or might not, the Monster is not always vulnerable to bullets).


The Multi-Stage Problem-Monster

There is only one enemy and you know its coming. It has a range of ten, or sometimes more, possible forms. Each form is that of a hero who opposed it in the past. It can change forms five times until it ‘slinks back into the void’ and and most forms have specific win conditions. (Though in most cases you can still beat it to death or smash it to bits.) One of the possible ‘transformations’ is a tower with three archers and a series of complex traps and environments inside. If the creature kills a PC’s it might take on their form.

The monster transforming into a place, then back again, is I think, new, (though if someone else has come up with it, I am sure you will tell me in the comments, or would have if this was 2015 and people still commented on things.)

Few of the forms can be straightforwardly fought, but then the special relics gifted to the team are barely weapons at all, but curious tools with strong specific game effects.


Parlour Game

While its not a ‘Con Game’, Local Heroes feels much more like something like ‘Werewolf’, a parlour game of problem-solving you could play with normies. They barely need to imagine anything at all, only recall who they are and where they live, and the Aristotelian compression of time and space, and single, set, obvious and declared win-condition (defeat the multidimensional monster in five of its forms, before sunrise, using these particular tools), hopefully nukes most decision paralysis. Its quite Dowlian in that sense.

Wednesday, 21 August 2024

Thief and Butterfingered Infinity

In one of my rare excursions into gaming, I recently finished 'Thief: The Black Parade'; a full game of fan-made missions for the 199-something “immersive sim” (before we had that phrase) – ‘Thief: The Dark Project’.

I originally conceived this article as an essay on the concept of ‘Butterfingered Infinity’; something about the uses and limitations of ‘natural language’ as compared to, and revealed by, a complex virtual simulation like Thief. 

In the end it became just the meat in a thief burger, with the start being a distaff review of a much-reviewed game and the end being an odd mix of suggestions for D&D.

The Thief-Review is below. 

The essay on Butterfingered Infinity in the middle.

Thief’s Lessons for D&D at the end.





Why Thief is Good


Thief was a nearly pure-stealth simulator which, through talent, work and luck, coalesced into perhaps the best stealth game. Other reviewers have talked about why this is in more depth than me; its engine, built specifically around shadow, its first-person nature, its exquisite and carefully engineered sound design, and the integration of that sound into its level design and its relationship with violence and the vulnerability of its main character.

[A brief digression on stealth and violence; they don’t mix. Stealth and murder, (or, if you are batman, stealth and a beating), make an intoxicating combination, such that, if you build a complex immersive sim, where both stealth and violence are available, any sane character build will naturally coalesce around some kind of stealth-archer or stealth-assassin - as this is optimal in-game and feels powerful to the player. 

Then, if the game wants to make the now hugely-empowered player behave in a purely-stealthy fashion, to fit the theme and feel of the game, they need to add in extra-diegetic elements, rulings, 'points*' and so on in order to make the player-character behave 'stealthily' and, in the words of one reviewer; ‘you are being stealthy to protect the NPCs from you, not to protect you from them’. 

This is a mistake no game in the Thief series ever makes, since the Player Character is always, by Protagonist standards, insanely vulnerable, and sword fights are a nightmare. The structure of the game, without extra-diegetic elements, makes you want to play as a thief. It’s a game where you can snipe people in the back of the head, but won't want to as it would feel unprofessional.

{A digression with a digression on ‘points’; There should be some neo-OSR ruling about points being the opposite of gold as, just as xp for gold is almost always good and feeds dietetically in so many ways into the game, there is a kind of reverse of that, in which, as soon as 'points' are involved in anything, it almost always gets worse, though the means and method of how that happens will vary greatly.}]





The Black Parade


Based on the engine for the original ‘Thief’, Black Parade is large and complex enough to be a fourth game in the franchise. For free. Which is, I think, larger than any of the other games, and might be the best one? At least I think it has more consistently high level design than any other version of the game.

Its staggering really that a small number of talented people could collaborate for so many years
to produce something both so massive, and so exquisite. Thief was always a distantly OSR-ish game and its fan-mission community is even more so. For ‘The Black Parade’ Melan gets a mention in the credits!


The Paradoxes of Thief Level Design


What defines Thief games more than anything else is level design and it is here that some of the interrelationships between Thief and the OSR are brought into focus

Fear, Desire, Exploration and Investigation


In 'Thief', you think like a thief. You are vulnerable and can be killed easily, so you carefully watch, and LISTEN, to the environment, constantly checking for threats. You also hide relentlessly, moving carefully from shadow to shadow, cursing electric lights and marble floors. Your only real safety is the darkness and so you cling to it instinctively, even when there is no tangible threat, because there might be one; a wandering guard or servant, or something else. 

So fear and vulnerability ensure you deeply and constantly search, investigate and utilise the environment, and when these are naturalistic environments, you are deliberately navigating them in a way that feels ‘inverse’ and therefore a little cool. You might be in a kitchen and, instead of doing Kitchen things, be searching for fragments of shadow in the light coming from the stove, creeping behind shelves etc.

You are a Thief, you want to steal not kill. There are no points for killing and increasing the difficulty of the game (usually) only increases the conditions of play, not the substance of the game itself. Maximum difficulty means getting all of the treasure without killing and sometimes even without harming anyone. {Thief does mix this up somewhat with the easy availability of the blackjack, with which you can "knock people out" (irl this would likely mean a lot of brain embolisms), but only if you catch them unawares}.

Desire keeps you fixated on that shiny artefact on the dresser, and carefully avoiding anything sensate or alive. Guards walk regular routes and chat with each other, and this means a chunk of Thief is listening for and measuring the movements of others, so you can avoid them. In almost every case you are searching for a way around anything dangerous. You are continually mapping the physical space in your head and also the routes and movements of any living thing within that space.


The Music of Pseudo-Naturalism


The best thief levels are pseudo-natural. You can intuit things about them from their nature and then investigate based on those intuitions, and sometimes be right, which makes you feel very clever stately home will have a kitchen and cellars, a Cathedral will have a belltower, etc. They are also physically distinct and separate from the surrounding area. 



The urban slum levels are slightly less-perfect because the pseudo-nature of the level becomes more obvious; there are unopenable doors and inaccessible areas; PNG’s of doors on buildings that rim the play area. Though you can still try opening them, and discover from the games response if they are actually just PNG doors, or would respond to a lockpick or yet-to-be-found key. A handful will turn out to be functional, as you will discover when you find the right thing to open them, or pop up from the other side after dicking about in a sewer for hours.

Still, it’s curious that in D&D there are no unopenable doors, or at least, there are no simulated doors. The play area, in theory, expands outwards forever, and in practice, only becomes misty, general and improvisational as you move out of whatever the DM has thought about already, (but come back next week and the details will have sharpened up a lot).

But, just like Dungeons’, Thief levels are almost never purely naturalistic. Firstly; they are simulated environments, and can’t match the chaos or complexity of the real world, second; they have locked doors which need keys, sequences of actions needed to progress, certain pieces of intelligence which must be combined to succeed; they have paths, like flow-charts, which lace through these otherwise wide-open environments.

Still they are otherwise very wide open, with a large array of possible ingress points, secret routes and other possible access-ways that strongly reward exploration, investigation and, sometimes, cunning extrapolation from the logic of the depicted world. Nothing is quite as pleasurable in Thief as spotting a chimney, pipe or ledge, wondering if you can get to it, finding a way to, then realising you can find a way inside/across, then popping up somewhere you should never have been able to get to.

There are “weird” Thief levels too, set in ancient magical tombs, lost cities or supernatural netherworlds, but they are never quite as good. Great Thief levels exist at a near perfect synthesis of  naturalistic play-space and toyetic, planned sequential-challenge environment. They are levels where the nature of the space provokes investigation and exploration, which it also rewards with naturalistic opportunities, where a complex adventure-flow runs through the pseudo-naturalistic space but where the space always gives opportunities for adaptation, evasion and incursion. A toybox with the lid half-open if you will.






Butterfingered Infinity


Thief is actively trying to give you an experience very like that of an AD&D Thief, and does so, in a curious mirror-view fashion, but the differences between a Thief in play in D&D, and a Thief in Thief, are interesting to consider.

Problem solving in D&D is often related to the concept of ‘tactical infinity’ due to the very wide-open nature of possible approaches to various problems, but its more like a ‘Butterfingered Infinity’ in which the Players can hold and use almost any imaginable, or describable, concept, but carefully, and with blunt inexactness. The infinity of the Word rather than the Vast but Finite potential of the Eye.


An Equation on the Utility of Butterfingered Infinity


A very rough pseudo-equation on the utility of words in roleplaying might be something like this;

[The Descriptive Power of Language] – [[(word concepts the DM actually knows) x [(The Speed of relation) + (what the Player Group can easily understand)]]


The Descriptive Power of Language


There are a lot of words. If you have enough time and a big enough dictionary, you can describe almost anything. It we assume the total potential of words, and look for things they absolutely cannot describe, there is not much, but here we enter paradox, because we are trying to use words to describe what words can’t describe.

(This is a problem which exists continually, as a faint umbra, which sometimes obscures and sometimes reveals, whenever we come to think about the things language can’t do, in almost any situation.)

But, so far as things that could be interacted with in a tabletop game, a computer game or any other form of simulation, let’s assume that words might be able to describe nearly everything necessary to know


How much the DM actually knows


The classic DM is a natural word-hound and Gygaxian Wunderkammer encyclopaedist. Not a few writers have named D&D as a font for their discovery and use of words, and the use of strange or novel words can, with limits, be a pleasurable aspect in itself in D&D.

Lets assume the DM knows a lot of words.


Speed of relation


We can describe anything if we have time. But technical, unfamiliar jargon, and highly precise measurements, as well as large numbers of things or elements, will all take time, which robs immediacy, and in some theoretical cases, perhaps a truly insane amount of time.


How much and how easily the players understand


For a concept to be useful, it has to be known to at least some of the players. A rare word-concept only the DM knows is a near-useless word-concept. It is the Player Group that must understand. I real terms this means, probably (?), at least two or three know it and can easily explain to the rest. If this happens many times in sequence, the game dies.

No-one is paying as much attention to the whole thing as the DM. Every individual has a totally different base capacity for imagining different things, so the words flow out, are half attended to
and when they are attended to, are understood differently by almost everyone. In effect, a DM has a relatively small ‘armoury’ of words and conceptual language which is strong, simple, descriptive and already mutually understood by almost everyone, from which they can take excursions into complexity, for short periods and specific problems, but which they always return to. We can think of this as the ‘verbal armoury’ or word-hoard of natural language. The aspects of spatial and physical situations that make up the meat and majority of D&D problem solving are those for which or conceptual language is already well developed and widely shared, and which can be imagined with ease by a wide variety of people. 

So: being STUCK to something, being TIED to someone. Being BEHIND someone. Getting a LEG UP.  In fact in terms of three-dimensional space, these are all things most of us did as children, which is why we understand them. For many of us who are not athletes or dancers, childhood was our first, last and by a large margin, greatest education in the nature of three-dimensional space and the language of physical problems remains that of the playground.





Responses to ‘The Limitations of Language’


I asked people on Twitter and Facebook about “things and situations you have experienced as a DM, which have proven really difficult to describe quickly and clearly using *only* spoken words?

(The classic is trying to describe a complex 3D environment to a bunch of people but I am interested in other examples.)”

The responses were very interesting!


Tim Samwise Seven Harper; “I sometimes struggle with describing natural environments filled with fantasy plants and animals. I always try to picture those scenes from Dark Crystal and that helps, or I default more toward real trees and plants as well as real life animals with a twist.

Big parties with hundreds of NPCs are always a challenge. I tend to use 3x5 cards with a few descriptive words on each NPC card.”

Yuri Zanelli; “PC's and other creatures' positions in their environment. Miniatures can help a lot with that, but I don't like to use them. My game tables tend to be already too crowded with maps, manuals, bottles, snacks, character sheets, dice, notepads and so on. I tend to use a quick sketch on a sheet of paper.”

Greg Benedicto; “Describing liminal elements in a scene WITHOUT drawing obvious attention to them.”

Jesse Rooney; “As a general rule, spacial relationships are much easier and faster to show then tell. Hence minis at the table. There are a number of times when playing theater of the mind that Ive pulled out a sketch pad to demonstrate who and what is where.”

John Enfield; “That's why I use gridded maps (either hand drawn or published), minis and occasionally terrain pieces. Having visual aids helps aid in describing environments.”

Ragnar Hill; “A good ambush because players always start squealing and panicking and then I get over excited.”

PARAMANDER @CravenSensation; “Mechanisms or devices made of many parts and monsters with complicated and alien anatomy. Even if each detail is relatively straightforward/easy to visualize, more details means higher potential for miscommunication + more attention required on the part of the players”


Derek Dees @NihilSineLabor; “Places with lots of shadows and light, not sharp contrasts, but layered or with partially obscured nooks and objects.

The Great Hall of Durin, as light broke through, but shadows still engulfed so much, for example.”


Bo Banducci @bo_banducci; “I’m struggling to remember one aside from the classic. Possibly when an NPC is lying to the players and I want to intimate this somehow without giving it away.”


Synthesis of Responses


I broke these down into a few large categories as a tool-of-thought, (with the usual effect that many real-life situations involve one or more categories, often in point and counterpoint.)  

These provide a very brief idea-map of things with which ‘Words’ are especially butterfingered;


PLETHORALITY


“natural environments filled with fantasy plants and animals”

“Big parties with hundreds of NPCs”

“Mechanisms or devices made of many parts and monsters with complicated and alien anatomy”


We know about these things because we encounter them in life, and the Eye can show them to us easily and immediately – well, if not quite immediately, a scene or painting can give us a very quick general impression of a scene with many things of strange and novel quality in it, which the scanning of the eye-and-mind can ‘fill in’ very smoothly and fluidly, much faster than words could describe. When the eye works with the ear, they can combine, bind and represent a truly complex scene, in but a moment. Nature can present deep, immediate and novel interconnected complexity in-one. Words are slow, specific and sequential, happening one after another, and sometimes blunt. These are two forms of time in conflict.

Thief does well with some forms of ‘Plethorality’; its ‘big views’ where you teeter on a rooftop and get a nice ’Batman’-esque view of a highly vertical city, are exciting and poetic, and also useful as you start planning routes and investigating things with the eye. But Thief, like other virtual simulations, is strongly limited in the number of active, moving, identifiable, people and living things it has going on. Not quite as much as words, but a fair amount. They really eat programming power.


DIMENSIONALITY


“PC's and other creatures' positions in their environment”

“As a general rule, spacial relationships are much easier and faster to show then tell”

Or more prosaically; physical positioning and complex three-dimensional situations. But ‘Dimensionality’ sounds cooler. 





In Thief the exact precision of a jump, climb or any other kind of movement, can be demonstrated in the substance of the world with deep subtlety and immediate precision. As in; “*this* I can jump on” to “*here* I can climb on to in a few moments”, “*here* I can climb up to, if I have equipment”. 

The assessments are fluid, rapid and immediate, and this is a key part of the game. A patrolling guard is here and going this way, the next pool of shadow is over here and it will take me this long over the loud marble floor to get there. Then a climb of this length, then.. and so on.. Immediate, intuitive, fast. 

A similar thing takes place with even small skirmishes, let along larger ones. Close physical positioning matters enormously and is very hard to communicate, accurately, and quickly, to a group. For this were sketch-maps made. Words alone have a butterfingered grasp on three-dimensional space.



LIMINALITY


“WITHOUT drawing obvious attention to them”

“A good ambush “

“Possibly when an NPC is lying to the players”

If problems with describing three-dimensional space were what I expected, and problems with ‘Plethorality’ were less expected, but make sense, then ‘Liminality’; secrets, shadows, deceptions and double meanings, in all ways, is an unexpected but quite beautiful problem to face.





It’s the illusionists problem. Or an actors problem. It seems to flow deeply from the situation of the GM or storyteller being the fount of both the reality as-a-whole, and of a deception within that reality.

A simple example; a scene in a visual narrative like a play or film. One character is lying. The actor and director want the audience to know they are lying. But the characters in the fiction are not supposed to know. How to solve this?

The answer depends entirely on the naturalism and subtlety of the fiction, its tellers and its audience. In a pantomime or cheesy melodrama, or a children’s play, its relatively simple, at least in concept; the mustachoed villain twirls their moustache and even cocks an eye at the audience, before saying “of course not! Bwahahaha!”.

The more naturalistic the drama becomes, the more complex and difficult the lie becomes to communicate. For a soap actor, a touch of archness, for a dramatic actor, a complex scene-setting and capturing by the director to prepare the way for the lie and leave the right kind of space around it, for a highly naturalistic ‘spy’ or intrigue drama – almost nothing maybe, but the tone and emotional volume of the scene must be low or even and this might suit best a modernist story where the audience just never finds out what the ‘truth’ is, or at least that ‘finding out’ isn’t central to what the story is doing.

For other kinds of secrets, they have been written about in depth by many people. How, and how often, to portray lying NPC’s, (my last read on OSR culture was that it was generally anti deceptive NPC’s because they were over-used, difficult to get right and crippled the PCs long term relationship with the game-world, leading to more murderhoboism than desired), huge debates and discussions on how to run investigations, (what does or doesn’t count as railroading), and clues, (the ‘three clue rule’), 

“Places with lots of shadows and light, not sharp contrasts, but layered or with partially obscured nooks and objects.”

This was an especially interesting response as, I didn’t even mention Thief in the question, and literal complex environments full of layered shadow is the main thing that Thief does. They built an engine specifically for the game called ‘the shadow engine’. 

Though this has strong elements of Plethorality, (the simultaneous number of things and their complexity), and Dimensionality, (its about a large, complex, 3D space), the fact that it is also about the revealed/unrevealed paradox at the heart of Liminality is fascinating to me.

Words find it hard to form reliable shadows and perceptible lies. Words can lie easily, but its very hard to get them to build a lie as-object. 



Thief Lessons


Considering the deep differences revealed between the world of the Eye and Virtual Simulation, and the world of the Word, and social, conversational simulation, are there lessons we can actually learn from Thief about how to run D&D? Or are the worlds so different that we might even deliberately not  try to transfer lessons between them, as they would lead to bad play?

Here are a handful of concepts from Thief and some comments from me on how and whether they might be useful in D&D.


‘Ghost Missions’


Even the hardest level of Thief doesn’t demand that you be seen by no-one, but high settings often insist you hurt no-one.

In D&D the effects of a difficulty setting or complex level can be delivered diegeticaly by a highly specific quest-giver; a priest or wizard wants something, and insists that you ‘kill no-one’ or ‘hut no-one’ or in extreme versions ‘are never seen at all’, performing a ‘perfect ghost’ Mission Impossible situation where the incursion takes place and no one ever knows it happened at all.

(Of course the Party get paid a lot for fulfilling these conditions.)
A mission like this already implies a very different kind of D&D, a quest based around planning, surveillance, mapping and intelligence gathering, and then a quick and complex incursion full of distractions. 

Difficult to pull of in D&D, but far from impossible,


Sketchy Maps


Thief usually provides a map for each mission, and it is always a vague map. A sketch map with some useful information, but a huge amount of things it doesn’t tell you. Its usually enough for you to orient yourself in the play area and tell where the major sections roughly are, but absolutely insists you explore to find out what you need to know.





More sketchy dungeon and play area maps before games might be a good idea. Diegetic literal ‘sketch maps’ by previous thieves and adventurers. Maps good enough for you to form the bones of a plan, but clearly vague enough that you know going in that they won’t describe everything. 


Monster PATROLS, not Monster ROOMS


God damn patrols are hard to manage in D&D without a lot of extra shit. No wonder monsters in D&D just really like their particular rooms. Its easy to simulate one or two from the encounter table, but a key element of Thief is timing the patrols. If patrols are regular or even mostly regular and predictable, then they become part of the environment you can learn about and plan for, and evading or subverting them makes you feel very clever as a player.

Arranging a full system of patrols for a dungeon or wizards tower would probably require an entire sub-system, but it might be fun to give it a try.


Clumsy Monsters with Keys



There should be more clumsy monsters carrying VERY OBVIOUS keys through the darkness. Big, dumb stupid but dangerous ogre guards who could easily one-shot a PC if they see them, with huge gold or silver keys hanging by their sides.

I’ve spoken at length before about how the big, dumb, dangerous ogre is the perfect low-level opponent for D&D. 


Helix Views/Verticality


Dark-Souls helix-like atriums. In terms of dungeon design, this would be a game where there is more up and down. A dungeon arranged around a step well, inside a tower, down a mountains slope or similar. 


Tempting Treasure


Would being able to SEE the treasure really have the same effect in a described game as in a virtual simulation? 

For the main treasure, the idea is that, from most points of ingress, the main treasure the PCs are here to get is very visible, in a revered-panopticon style, but very hard to actually get to. I imagine it poised on the top of a tower, itself at the bottom of a vast cylindrical step-well or similar. You have to infiltrate all the way down, and then all the way up to get to it. 

Thief has a lot of visually obvious, but very hard to reach, small and light treasures. So many in fact that it becomes hard to believe you have fit them all in your Thief-sack. Rather than having lots of mixed, hidden treasures in a dungeon-equivalent, what if instead, there were a small number of very gold and shiny very visible treasures, each in the centre of a complex, shadowy environment with guards patrolling, traps and other hidden obstacles, so it was easy to see where the treasure was, but very hard to work out how to get to it.


Discoverable Pseudo-False Alarms


A ‘ghost’ mission which demands perfect, or near perfect, stealth, (from a group), and pseudo-naturalistic patrolling guards, suggests a very binary result to mistakes. Which is; you make one, are discovered, alarm raised, mission a dead loss and now you are just fighting to get away.

In D&D you have a group who all need not to fuck up, and there is no quicksave, so some of the binary, complex and difficult challenges of Thief just won’t work.

An idea might be a way of artificially cancelling a general alarm. Or several ways, but each one only works once and is specific. This would be the equivalent of modern Thieves calling in to the police station with the password to tell them it’s a false alarm.

If the guards are big dumb ogres, and other things with less adaptability, like ghosts or constructs, then its not impossible there might be some kind of code or sign to get them to stop banging the Big Bell, blowing the alarm horn or whatever it is. Ideally, each of these methods would be completely different, and you would need to actually do the incursion and poke around to find some of them out. There would also likely be a max-usage, where, if you trigger the alarm three times, even if you have methods spare, even the Ogres are going to keep ringing the bell.


Visual Verticality


One of the most fun and engaging elements of a Thief level, if its pseudo-natural, is getting up really high, maybe somewhere you had spotted earlier, and climbing about, pulling a batman, looking down at the streets and tenements, the little guards scurrying about, and having a Cid Kagenou moment as you cackle to yourself about all the SHEEP below you!




For all the reasons give above in ‘Plethorality’ – this would be hard to make use of.

One method would be to combine the ‘Coms Snails’ idea below, with an ‘Eagles Perch’ position. Some hidden spot far above the play area with a big view that allows one person to sit there and whisper information to their fellow PCs as they buzz about below, each on their individual missions.


Comms snails


My old teen players got a bunch of silver-shelled telepathic snails and ended up using them as in-ear comms. In a Noisms game, we tried using psychic shrimp as a radio base in a similar way.

Why? Because comms are super-useful in D&D and once you have seen them in a film youjust naturally want to use them in group mission situations.

I know this is CRINGE as FUCK from a low-fantasy OSR perspective, BUT – it’s so deeply and desperately useful in doing meaningful physical GROUP stealth storytelling and problem-solving. It turns a knockabout fiasco into a heist.

For a purely-stealth mission where you actively don't want violence to happen, having the party split up is actually good it makes much less sense if they are all together, huddled together as a ‘stealthy gang’?, since stealth as a group always starts to feel more ridiculous than is useful. The social dynamics of play push against it and a tragedy of the commons situation happens where one impulsive player ends the mission.

Around the table, everyone can hear everything the everyone is saying and doing, so the extra-dimensional player-entities that pilot the PCs always have more of a global awareness than the PCs themselves, which, even with very disciplined play, often communicates itself to the PCs via shadowy tubes.

Allowing Comms-Snails for stealth-only missions might actually be a good idea that would improve play. Perhaps the stealth-obsessed wizards who hired you will loan them out.


Less-Lethal Falling


In these levels with-verticality, there should be more falling, and it should be less lethal. More bits where you fall into water, or something similar, but it doesn't kill you, and you end up at a different spot in the dungeon, separated from the group, and can explore and maybe find new routes to what you want, or just to link back up.

If being noticed is a fail state, then non-lethal separation is more interesting in play than HP loss.


Sound-Encounters


I think Brendan and others (possibly many others), have considered this will the ‘overloaded’ encounter die, but more encounters when you things or people coming, would be interesting.

In standard D&D being surprised is a reasonable punishment for dicking about and not paying attention, but in a stealth-only game, the threat of being discovered is more useful – the PCs have maybe one or two actions to hide or try something.


Stealth via Diegetic Sound


This isn’t directly from Thief, but I do think it would be a fun idea for stealthy D&D, which is; the sound you make around the table is the sound your character is making in the game.

So, if you want your PC to be stealthy – SHUT THE FUCK UP, and get WHISPERING! I think this would be a fine addition to the game. It would give all PCs access to some form of silence, and would encourage the players to actually fucking concentrate and think for once in their lives.


The ‘Mission Turnabout’


One possible useful import from Thief might be the ‘turn’ that happens in a lot of missions, for its is a way of involving liminality and deception that might  be useable in D&D.

The classic ‘questgiver turns on you when you are done’, is rightly abjured in OSR circles, for reasons well-known. (Although Thief, does in fact use this trope a lot). But the idea of a delve having a clear set of objectives, and then, right in the middle of the adventure, something is discovered or something changes, and suddenly the goals and nature of the mission change, and change a lot, leaving you to improvise a new plan and work with the same space you had previously, but towards entirely new goals, this could work in D&D I think.




Things that happen in Thief include;

Shalebridge Cradle – you sneak through the haunted asylum, but to complete the mission you have to turn the electric lights on, then somehow sneak past all the terrifying things again, in bright light.

Ghosts – You sneak past some dumb zombies and animals, but grabbing the target means a supernatural event and oh fuck actual high level ghosts and wraiths are now patrolling about.

Rescue to Heist or Heist to Rescue – You are going in to get someone out, but can’t and end up having to re-plan to grab an item, or the opposite is true.

Guards Guards – getting in is easy but the alarms go off and now the 

The entire axis of a mission might alter and now you are trying to do a very different thing, a theft becomes a rescue, an assassination becomes a theft, an exfiltration becomes a sabotage. This might be do-able in D&D. 


NPC Conversations


This was one charming Thief method that sadly I could find no way to use. In Thief, guards and servants commonly mutter and complain to themselves while wandering around, they also have sometimes long, informative or just whacky conversations with each other in pairs. Just two guards chatting in the middle of the night. Coming upon these conversations and sneaking around behind them while they yap is quite charming, and listening to them often provides intel. But I couldn’t find a way to reproduce, or even use, this in D&D as long intra-NPC convo’s are a damned nightmare when the DM has to deliver the whole thing. Maybe if you are a massive ham it could be fun.


A Thief-like Dungeon


So, what do we have?

Powerful and wealthy wizards hire the PCs to do a heist. They offer to pay a LOT and have strong conditions;
Grab this one particular thing and bring it to them.
You don’t kill anyone or the missions off
Ideally, you swap the thing for a fake they will give you. This raises your pay.
Even better – no-one has any idea you were ever there. Perfect Ghosts.
They will give you these comm-snails to help, but they don’t live long.
They have some sketchy maps and a handful of ideas about where to get more intel. 


The mission is a mansion-tower, maybe in a deep valley, or an ancient terrace mine, or somehow part sunken into the under verse. There are layers to go down, they are arranged as gardens or mazes or other somewhat-knowable patterns.

At the bottom is the mansion/tower/castle. 

You have to sneak all the way down, then get inside, then sneak all the way up to get the thingy.

There will be locked doors, gates, traps and hidden problems.

There is an overwatch position somewhere where one person can see a lot of the area. If a PCs can get there and hide, they can whisper a lot of useful info to the others.

Its guarded by a clan of strong ogres. They are pretty dumb. They walk in regular patrols with lanterns. If they have a key they have it tied to their big belt with a label saying KEY, so they know what it is. The keys are also large.

There is a big gong or bell the Ogres bang on if they think something is up. There might be some kind of counter-signal or password or spell to convince them to stop this, but your patrons don’t know what it is, though it may be discoverable in the area.

There are sewers and fast-flowing water. Several of the falls, drops and traps dump you into these and will wash you up somewhere, or wash you against a grate you can climb up.

If you do get the actual treasure – surprise, it’s the only things holding the Vampire/Lich/Ghost in place. You now need to get out, but instead of, and sometimes as well as, dumb Ogres, you will now be dealing with clever, dangerous ghosts or vampires with keen senses.




Thursday, 27 July 2023

Ride the Giants Development Blog, Part 2

The Speed of the Giants 

This matters not only in general gameplay but because the initial concept of the game was ‘a game in real time’; an adventure lasting two to three hours, with a gaming session lasting the same two to three hours. 

There would be some, but little, compression of time. The time-limit was meant to add impetus to the PCs choices and get them making decisions faster. It was also meant to add a bit of interest and challenge to the choices made. 

 

Estimating the Gait 

I began by asking people on Discord for advice on estimating the gait of the giants. That is, when one takes a step, how long is the step. 

If they stood up straight, the Giants are nearly 3,000 feet high. Hunched over as they are their heads are about 2,000 feet high. So I started with the step-length of an imaginary 3,000 foot high man. Using various mysterious means, including reverse-engineering an equation used by the police to derive height from step-length, the Discord homies came back with a step length of just under 1,300 feet per-step. 

That’s just under 400 metres per step or a little under a Kilometre per double-step. 

 

The Chronology of a Step 

Estimating the timing of each step is more difficult. Giants of this size are physically impossible anyway. Large long-legged animals have to take care of their steps as they can easily break their own legs with their weight. 

I essentially just ended up eyeballing it. Each step takes roughly a minute and a half. 90 seconds. 

10 to 15 seconds at the start for the weight to rise and the foot to accelerate, then 30 seconds in the air, then another 10 to 15 seconds landing time for the weight to fall, the foot to settle, and weight to be transferred through the hip to raise the other foot. 

I estimate the Giants are is moving roughly 14.4 feet per second. Which makes I think its total movement being just under 10 miles per hour. 

This sounds.. really not totally insane. Like a reasonable synthesis of the impossible and pseudo-realism. 

A good one-to-three rounds of slow-foot time for you to leap up and grab on. A big "whoosh" as you travel 400 meters in 30 seconds. Then the settle time at the end. 

So a human could run away from it, someone on horseback could run faster than it. It could be 'boarded', but with real difficulty as the foot is only slow and close to the ground for not that long. To match their speed a human would need to be jogging or running. To overtake you would need to run pretty fast or have a horse. 

And a continuous 10 mph walking speed sustained essentially forever, would be very hard to keep up with for a long period of time I think? 

 

 

Boarding the Giant 

If you were trying to ‘board’ a giants foot, you could probably catch up with it, via sprinting, or if you had a horse. The really dangerous part would be when the foot comes down. If the giant trod down onto something like the soil of a field, it might send up fountains of soil like an impact crater all around the foot. If the soil was wet or the water table was high, it might send up actual fountains or more likely, dangerous torrents of wet mud. 

In the area around the foot-fall it would be like an earthquake hit. The earth might crack open, or roll like waves. Horses might break their legs and men would fall to the ground. 

If you survive all that, you have about 15 seconds at the weight of the foot settles and transfers where it will be relatively still. 

All you need to do is get to the huge curved wall of the foot, I estimate it to be about a 100 foot climb, but you don’t need to make it immediately, just hang one, hang on hard

Because that foot is going to rise up into the air. Its lateral speed at its going to be about 15 miles an hour during the swing of the foot but its speed measured across the whole of its curve till it hits soil on the next step might be more like 20 miles per hour. 

Not insanely fast. But jarring as hell. Plus the angle of its motion is constantly curving and shifting. 

 

What Strait do they Cross? 

Depending on if or how much time we leave for organisation the actual giant-riding part of the game might range from one and a half hours to three hours. Lets assume two hours of actual giant-riding. 

Assuming ‘real time’ that means the Giants would travel about 20 miles. 

The idea of the game is that you only have the length of the game itself to solve the problem of the giants – by the end of the game they will have reached the Nightmare Continent and if you get off the giant after that you are DOOMED  

Looking for real-life places of roughly the right dimensions the first that comes to mind is the Dover strait. 


Between Dover and Calais is almost exactly 20 miles 

But nowhere near deep enough – its only 50 meters deep!

 



That’s only 164 feet! About up to the giants Knees! 

Well I suppose it’s acceptable – in their hunched over posture their knuckles will be grazing the ocean surface as they walk. It also gives the PCs a fair amount of time to get up over the knee. Though if they are still dicking about with that half-way through the mission is probably failed anyway. 

 


 

Climbing the Giants 

There are several problems; the linear nature of the directional choices on a larger scale, the curved, flowing and non-intuitive surface of the giant and the shifting position and orientation of the limbs. 

 

The Linear Nature of the Choices 

The main problem here is that the arrangement of the giants limbs is very much not like a dungeon. There are only a few routes and risks. Large parts are semi-visible from various points. 

Most of a limb-climb is just getting up that limb,  and to make the adventure interesting at all I would need to make actually falling off relatively rare. Instead I would have to produce something like the climbing in VotE; everyone can do it a bit and failure leads to ever more nightmarish fail-states without ever quite booting you off. 

Once a climb is begun, the route-choice is largely made and any tension or interest comes  more from how challenges are met than what they will be. 

 

The Curved and Flowing Surface 

Lets Envisage the Giants Skin -What is this like? A curved, slightly-flexing, rocky surface. Even ‘smooth’ parts are like a rocky, and in fact most of the giants skin is deeply corrugated. 

If you look down at the skin around your knuckles. If you make a claw with your hand so the skin bunches up there, all those little triangles and oblongs of skin where the lines of compression meet and cross. Image that as a karstic landscape, but much more wrinkly – like a very old persons skin, and much deeper in its corrugations. 

Smooth parts – like  a cobblestone road, but with the cobbles jagged and not smoothed. 

Intermediate parts – like clambering over or up large boulders. 

Very Crinkly parts – like clambering over and through sharp man-sized or larger boulders

Which tilt and grind together or apart – big enough that the gaps make an ‘interior of sorts. 

So the smooth parts are actually very easy to fall off & quite dangerous while the rough parts where the limbs meet – the crinkly places of our own bodies, are relatively safe – even though they are moving and flexing, there are many holds and handholds and spaces where you can place yourself to avoid falling off (these might be dynamic holds though). 

But, maybe if I think about the actual shape and details of each part of the leg, arm and side, and think deeply about how each might move I could come up with some general ideas or abstract some rules which would help to form encounter spaces, or interesting encounter ideas? 

 

The Shifting Gravity 

The limb orientations are shifting regularly from near-vertical to sloped, from climb to overhang, or from climb to scramble. 

Will you wait for the position of the limb to change - it could shift from overhang to climb, or from climb to scramble and the potential danger of an opposing encounter might grow larger or smaller if you are willing, or able, or forced to, wait. 

So that idea of having to make up, lose or gain time feels appropriate. 

OR - you hear movement, or sense something above you, and if you wait you might be able to get a better look - but that will cost you time. 

TIMING – if this is ‘real-life’ timing then there could be a metronome or something. Or you could time the giants steps minute by minute. 

I don’t know if someone’s done this before but if each 90 seconds is a real-life round and an in-game round, a single step of the giant. Could it be made to work? You would have to roll fast! 

 

 

Climbing a map of the muscle groups 

Another possibility is - making some kind of map of the MUSCLE GROUPS of the limbs and making THAT a sub-map of each ascent. 

like you can LEAP from one muscle group to another to avoid an encounter.


 

  

POSSIBLE DANGEROUS CLIMBING ENCOUNTERS 

These could be quite minor - the main danger is that they could drop you. They should also be 'rock beasts', cliff beasts really. (I didn’t put pigeons in as they suck.) 

Seagull-Griffons; micro-Griffons based on seagull heads and wings but with the bodies of racing dogs. That sounds sufficiently awful. 

Goats 

Condor-Riding Snow Monkeys – they bathe in the hot springs atop the giants backs and form a symbiotic relationship with the semi-intelligent condors, travelling on their backs and performing tasks involving fine motor control – they can crack open bones with flints and actually they have learned to work in close co-operation with the condors, the monkeys can pull open flaps of skin, bare muscle, expose the joints of dead animals, brace cutting surfaces and put flesh under tensile strain so it cuts more easily. 

SUPER-TICKS – these feed upon the giants magmic blood. [The giants are tectonic inside so their ‘spots’ or pimples might be popping lava and their sweat might be steam or thick bubbling oils. A walking mountain has to be generating a pretty serious amount of heat. The giants back – hot, even steaming, would carry a moving column or a trailing flag of hot air above and behind it, a layer or a stream of cloud following each of them like a pennant in the atmosphere as that pillar of air rises, cools and probably condenses. The heat of the giants would make them of much more fecund than many other forms of similar mountain.] The blood does cool quite a bit in them but it’s still pretty hot and dangerous. Plus this is still a tick as big as a man or maybe horse. 

Animated magical kites that won't die - These were the creation of some ancient empire of magicians far away who wanted to study the giants – the kites were so well made they have a basic self-repair function and can weave the substance of cloud into solidity to act as canvas or waxed paper to sustain them – the kites are more like solid memes, or paper golems, semi-intelligent but not really alive, men can ride them but their actions may be very unpredictable – possibly they will obey commands in the language of the long-dead wizards. They might do slightly bonkers A.I. stuff based on garbled comprehension of their original instructions.  

Friday, 7 July 2023

Dark Corridors

 Choice Theory 

So you come to a split in a dungeon, or you come to a room set with three portals, each seems to lead in a different direction but they seem identical. 

Depending on party and DM, game style and preference, you either just pick one, or have a little conference with the team, maybe looking at the map, or start asking weird questions like “what do the corridors smell like?” 

Whether this is a good or bad thing depends very much on the style of game and whether the needs and intuitions of the players and DM match. 

I intuit that the ‘actual’ Old School old school process had a lot more time for no-context choices, partly due to the prevalence of player-mapping, (easier to do in-person in a 70’s game session and which would be part of their problem-solving procedure), partly due to what I would expect to be longer more digressive gaming sessions and partly due to a somewhat harder more ‘masculine’ quality where its expected that some decisions will be tricky, oblique or apparently pointless, either due to pseudo-naturalism or a Gygaxian riddlemaster element. 

I intuit that a more ‘neo’ OSR scene would have shorter sessions, more likely to be online so player mapping harder, more likely to want events and drama condensed and with less tolerance for ‘dead’ time, unguided choice and apparently contextless decisions. 

Yet, in either situation, a choice must be made, and if the choice is to be informed at all then how shall it be so? There are greater context elements which can be brought into the question; general dungeon intel, the use of mapping, informers, magic and guides.

But what can be learned from the empty corridor itself? 

And as a corollary to that decision, what information can be imbued into  that apparently-empty corridor by the designer or DM? 

I will break our discussion into elements. In lived experience all of these will interrelate but I will try to cover those interrelations within each subject; 

·        AIR

·        SMELL

·        TEMPERATURE

·        LIFE

·        SOUND

·        STONE

 

Once I started to think about it I decided that a key dominating and synthesising element is AIRFLOW

so I will begin with that and discuss why.


Ernst Fuchs

 

Air

Based on my research for VotE, Caves and cave systems can differ hugely in temperature and airflow. 

This depends on whether the system massively intra-connected or isolated, if there is running water in the cave and the general temperature gradient around the cave. 

An isolated cave system with no big interconnections and no water flow within will often be a bit warm. An underground space with static air will often maintain a steady, not-quite-cold temperature. Mines, being closed systems and full of people and movement, are often hot. 

Conversely, a huge cave system with many exits will often have very strong airflows. Caves 'breathe', and any slight differences in temperature and pressure between its varied entries can create winds which can be focused and channelled by narrow passages in the system itself. 

Most caves are shaped by water and many have streams moving through them, this creates airflow

and often cools the cave. 

 

Dungeons vs Caves 

Dungeons are more likely to be smaller and contained and much more likely to be made of different materials with closed doors and other connectors and divisions within, but airflow can still tell the prospective dungeoneer a lot. 

Dungeons, specifically; the classic tomb buried under temperate soil, might not actually be cold. A tomb complex separate from any other dungeon, well if it’s a rainy area it might be damp, but not necessarily, it might be slightly warm, or at least no colder than the outside. 

[Question; have you actually been in an actual tomb complex? What was the temperature and airflow like?] 

An experienced dungeoneer, or the average Dwarf, should be able to make some decent guesses about the nature of a dungeon just by carefully feeling the airflow. If a system is 'breathing' with air flowing in or out after dawn or dusk; that suggests a system of considerable size. If the air flowing in or out is warmer or colder than the outside air that might indicate the presence of moving water within, or of something else that is cooling or warming the air within, (like, for instance, the presence of life, like Goblins or an Owlbear). 

Airflow is such a dominant factor because it effects the transmission of SMELL, SOUND and TEMPERATURE, all of which are strongly bound within the greater medium of Air. Conversely the absence of airflow is itself a strong negative signal which might not explicitly tell you much but does suggest that either this dungeon, or system, whatever it is, is either small and closed, or has doors and closing elements.

 




Smell! 

Smell is life! 

The key aspect of scent is that in almost every case it is indicative of the processes of life. A dungeon with intelligent things living in it for any period of time is going to STINK. 


The Food Sequence 

Acquisition, Storage, Preparation, Consumption and Disposal. 

Acquisition; alpha predators like monsters who drag prey back to the dungeon as a lair will leave the stink of blood wherever they are and repeated blood trails will lead to any feeding spot, as well as blood smears and fur snatched from carried prey. 

Anything bringing living or recently dead food back to the Dungeon from outside stands a good chance of leaving marks of some kind, especially since they will be tracing the same route each time to preparation or storage spaces. 

A lot of food smells or has a distinctive scent, and in a still-air environment that scent might remain in place for a long time. 

Storage; if left unattended, the rotting bodies of victims or prey will absolutely stink to high heaven. Even for unaltered human basic smell powers it should be pretty simple to find your way through a still-air environment to a rotting body. 

Poorly-stored non-meat foods can still rot, and will summon their own micro-environment of insects and small mammals, all of which can be sensed or traced. If there are mouse droppings, that’s a sign of something. 

Well-stored or dry foods are more complex, I imagine these as leaving little scent and few biomarkers. It might be that the presence of a particular dry and contained space might leave tangential markers but I am not sure. 

Preparation; if something is intelligent and eats cooked food, and/or just needs warmth or light, then there will be fire. If there is fire there must be smoke. If there is smoke it has to go somewhere. So either there is a chimney leading up out of this dungeon or the smoke is moving through the corridors which will leave traces stains, and scent. 

Consumption; large predatory animals will definitely leave bits and pieces here and there. Smaller more civilised beings might still leave scent, the wall-sweat of their respiration, residual warmth, stains, fragments and the small biomarkers that go along with them. 

Disposal; Poo. All of this stuff has to go somewhere and unless there are convenient rivers or pits then it is going to leave strong scent markers and all the small insects which emerge from feasting on the poo. And spiders, which feast on the flies, the webs of which will remain in place for a long time in a low airflow environment. 

tldr; any closed system which has living respiring and eating residents is going to stink. If there is airflow, then its strength and direction will effect where those smells go and how strong they are. Tracing those smells might be very useful for a dungeoneer. This is one thing that encourages me in the idea of bringing a bloodhound of some kind to the dungeon 

 



Temperature 

Warmth is co-dependent on airflow and the presence of life within a dungeon so many of the basic concepts have already been considered in those two sections. 

[Question; how much of a temperature differential can an average, or sensitive human being detect if they are paying attention? Could they intuit the presence of a living being occupying a room behind a door? Could they tell micro difference in temperature in the air between two identical corridors?] 

What about cold? Would any particular natural phenomena cause a dungeon to chill unexpectedly? The first thing that comes to mind is the presence of para-normal phenomena like Magic and the Undead. Both are often associated with rapid temperature drops. 

Conversely, super-beasts like dragons or elemental creatures might raise underground temperatures more than you would expect. 

 




Life 

Respiration 

SWEATY WALLS! Why are the walls of the dungeon dripping, dank, with the nitre, so beloved of Lovecraft? It may be water flow from outside but more likely the combination of water and warmth coves from living things in the dungeon. A system of closed stone with living things within it will naturally sweat, and drip, over time. 

What about the sweaty walls of a sleeping dragons cave? Why wasn’t the gold surrounding Smaug absolutely dripping with condensation? Maybe it was and that is what caused Bilbo to slip and slide around. Wet Hobbit action. 

[Question; have any of you actually been in an actual Dungeon, under an actual castle, working or not? Are they actually the cold, dark, dripping places of fiction?] 

I mean clearly they are made not to be comfortable, but surely actual temperature would depend on how much airflow there is, or the temperature of the living rock, if its carved into that. 

Would a dungeon under a living castle with locked doors and no windows, truly underground

actually be cold? Or might it be temperate? It would be damp I think due to the respiration of everyone above in the castle and their condensed breath dripping down.

 

Lichen, Moss, Mushrooms, Insects 

I feel like Gary must have at least conceived of a grand table of microflora and microfauna that might grow in a dungeon and have the required and likely temperature ranges, water needs, food sources, and, in the case of insects and small mammals, roaming distances. 

I am taking being a dungeon detective a bit too far here, into Forensic territory, BUT - IF you did actually know a lot about these micro-environments you could in theory tell quite a lot about a dungeon just from observing them as you went through. 

This should go for Rot as well, a microorganism which leaves sensory traces. A rot wizard could tell quite a lot about living systems. There is probably an opening somewhere for someone to produce a matrix of easy-to-use and 'read' pseudo-realistic dungeon microfauna, not for use as enemies or 'colour' but as a kind of spread of information that can be observed to tell what kind of things have gone on in a dungeon. 

This, because of its complexity, I think I know least about. I know a bit about cave fauna, but the secret of that is that, beyond a certain depth, there really isn’t much of it. Without light you get near-nothing and so far as I know, mushrooms will not actually grow on the cold limestone of a cave wall. 

[Question; does anyone out there know if lichen will grow in dark conditions? Or any such moss? Any fungal experts who can say which foods and temperature ranges are needed for fungal growth?]

 

Unknown Artist

 

Sound 

How does sound carry underground anyway? Irregularly I would think. It must depend a huge amount on the substance and layout of the place. Some shapes and materials I know just EAT sound, but in others, small sounds can travel a very long way. 

[Question; does anyone know about what kinds of stone, material or corridor shape interact how with various sounds? Do the stone walls and floors of a classic dungeon echo with footsteps of mocking laughter as Gothic novels claim? Can anyone confirm?] 

The most important matter must be FREQUENCEY. Specifically, is there anything in this dungeon that produces a low-bass sound, like stone scraping, or something huge moving or rolling? Those low frequency sounds travel a lot, through materials more than air. How many times on a quiet day have you realised a big truck is moving several street away, or a washing machine or other large device is working several rooms, or an entire property away? 

A sleeping dragon, for instance, will produce not only sweaty gold but probably a very deep, but soft, sound that might transmit strongly through stone. 

Doors opening and closing; if these are on hinges there is a good chance they will be badly maintained and so screech. They may also thud and slam. Stone doors may produce the deep frequency sounds that transmit so easily. 

Living things; the biomarkers we talked about in the ‘Smell’ section. Is there scampering? The buzzing of flies or mosquitoes? The crawling of insects? 

Consistent background sounds - Water should produce some kind of distant continual sound

likewise, wind changing outside the dungeon, rain, storms, these should produce some sort of effect, unless there are many portals between here and there. 

Is this place indeed as 'Silent as the Tomb'? If so that itself might be quite unusual.  In a state of such absolute silence it might be that very super-quiet noises which are usually indiscernible could become more prominent, like the crawling of a bug for instance, or the shifting of dust. 

At what distance and in what circumstances can we expect living inhabitants to produce discernible sound? 

 

by Art of Raman

Stone 

Or whatever material the dungeon is made of. 

You would probably need to know a lot about bricks, or slate flags, for micro differences in them to be useful in any way, but.... aren't dungeoneers (and Dwarves) exactly the type to pick up just such knowledge? 

What could we reasonably expect a skilled observer to pick up from various arrangements of building stone in separating corridors? Could they guess which corridor was built first? If one is a later addition to the other that should be obvious should it not? as well as the various skill and the resources available to the builders. 

A culture in decay producing less perfect masonry, or cutting into a stone-lined corridor with one lined with brick. 

What the hell are the roofs of these dungeons anyway? Logically they should be braced with wood, but that would decay (or would it?), so they should be either megaliths or arches. 

Does stone degrade over time (without use, probably not..?) but with use and perhaps dripping water, how does stone degrade? 

What stone would you even expect to be used in construction of a dungeon? Granite is too hard surely? I would expect bricks to be the most practical and affordable and bricks do crumble both from use but also from compression and freeze-thaw over time. 

Does sound echo across marble? How about light? In the Mersey tunnel near me, the roof has been covered with black tar or pitch. it was originally made with a white, reflective, opalescent roof to the tunnel. The idea was that it would reflect the lamps of vehicles and make the tunnel seem more full of light. Two problems; exhaust fumes blackened it, and where that didn't happen the improving strength of electric lights made the roof blindingly white so they had to paint if over. 

But if you were in a classic Carrera-marble tomb, with only lamps, it would be pretty relatively bright surely? There can't be many materials like that. Do we have any idea of the reflective nature of various kinds of stone? Would a difference between slate, bricks or granite slabs add or reduce 10 or 20 feet of visibility?

 


Viggo Johanson

 

21 Questions for Empty Corridors 

(This is my attempt to condense the discussion above into a simple set of concrete questions, more for Dungeon designers and DMs, in a style similar to Jeffs ’20 Questions for your Campaign World’.)

 

1.      Is the air still or does it flow?

2.      If there is airflow, where does it flow to or from, and at which times? (i.e. does it ‘breathe’ in and out as it warms and cools with dawn and dusk like a cave system might?).

3.      Is there moving water? If there is, does it cool the dungeon?

4.      Is it warmer or cooler than outside? Are any parts especially warm or cool?

5.      Are there living things eating, breathing and pooping in the dungeon?

6.      Do the walls sweat? Is there nitre?

7.      Is there a food store? Are there mice or insects?

8.      Is there fire in the dungeon? If so, where does the smoke go?

9.      Is there poop in the dungeon? Where? How strong is the smell?

10.   Is there rot in the dungeon? Are there flies?

11.   Do smells emanate evenly through still air or are they carried by airflow?

12.   If you followed the smells of blood, meat, smoke, spices or poop, where would they lead?

13.   Are their spiders in the dungeon? How stable and old are the webs and where?

14.   Do lichen, moss or fungi grow in the dungeon? If so where?

15.   Are there any sources of LOW FREQUENCY sound in the dungeon?

16.   Are there any permanent natural sounds like moving water or wind?

17.   Do voices, steps or door sounds transmit in a reliable way?

18.   Would the sound of fighting transmit and if so how far?

19.   If someone stays absolutely silent in the dungeon and listens, what do they hear?

20.   Are there obvious changes in construction? Like in materials, methods, age, wear etc?

21.   Do any of the above elements come into play at otherwise contextless choices in which door or corridor to take?