Showing posts with label adventure design. Show all posts
Showing posts with label adventure design. Show all posts

Monday, 20 October 2025

Building the megadungeon: Why factions are fabulous

Not them again!

Goblins and kobolds are dime a dozen. 

Players may groan at meeting another nondescript batch of the little green meanies. 

But gussy them up with personality as a distinct faction, and voila, they're much more engaging!

Second, savvy players can play multiple factions off against each other, adding another dimension to game play.

For example, let's create two factions of goblins who are at odds. 

Let's say one is called the Hobdreamers, and they have discovered a vast hallucinogenic fungus colony deep in the megadungeon. They are pale and nocturnal, cover themselves with white shroom dust, and mark their territory with mushroom caps stained in blood and set on a pike.

The fungus colony is sentient and communicates with the goblins through dream quests. It's goals are unknowable to mere animals. 

The industrious goblins are grinding up batches of fungus and selling it to humans in local villages and towns, causing an addiction epidemic that has authorities alarmed. This also gives the fungus colonies glimpses of what the user sees. 

Of course, the goblins need human middle men, as most people won't trust treacherous goblins pushing shrooms. So the goblins enlist the down and out, people on the fringes of society who have been cast aside. Perhaps crippled war veterans, or members of persecuted religious sects who've had their possessions confiscated by the local authorities and now thirst for revenge, like getting the bishop's sons addicted to shrooms. 

The second goblin tribe, let's call them the Lurkwebs, worship a giant arachnid (the classic trope, but I love it) which can psychically control a single goblin at a time mentally. Spider Queen Ixitchibit also produces offspring large enough for the goblins to ride. 

They use mama spider's web silk to create nets, which they use to snare merchants and caravans going along the old forest road passing by the megadungeon. The forest is perpetually gloomy, allowing these goblins to operate during daytime, as so little sun reaches the forest floor. They are excellent trackers and specialize in ambushes from above, riding their spider mounts and firing poison darts and arrows.

Daw, so cute, so readily available! Good luck finding scorpion riding goblins

Spider venom is used to poison their blades. Perhaps they also spike their mead, slowly gaining immunity to the venom. Their skin is tattooed with web patterns and spiral welts. Their territory is marked by crude web patterns.

Each goblin tribe is simultaneously building a skull and bone totem pole, trying to out do the other. The Hobdreamers have been suddenly getting much richer, their tower more splendid by the day. The Lurkwebs are jealous and want to put the Hobdreamers back in their place.

On top of that, the local thieves guild is angry that a new mysterious group is peddling drugs in their turf, and want their cut. 

So just by fleshing out a couple factions, we create a web of intrigue and possible adventure threads. Perhaps the local authorities want to hire the characters to put a stop to the drug trade. Or the thieves want to hire the characters to strong arm the goblins, or one goblin tribe wants to hire the characters to burn down the other's tribal totem. Maybe the merchants want an escort through the forest, or revenge on the goblins.

All of a sudden, the goblins are not just goblins anymore. They're Lurkwebs and Hobdreamers, both visibly distinct, with different goals and interests. 

Defining a faction leads to connections and consequences and fleshing out other factions, and suddenly you have a web of adventure hooks.

Ask yourself:

1) Who or what do they worship? What else makes them distinct? 

Orcs might follow a demon banished from Hell for not being evil enough. Kobolds might be trying to hatch a dragon's egg. Goblins might serve a medusa, and gouge their eyes out as a sign of devotion. A failed acolyte might pose as a powerful sorcerer and use a stolen magical artifact to beguile a tribe of gullible hobgoblins... until exposed. 

2) How does that figure in to their appearance, goals and modus operandi? 

Think of adornments (tattoos, clothing, face paint, armour, etc.), macabre ends (raising a demon, opening a gateway, creating a war machine, enslaving enemies, passing their spirit into objects, cursing a rival, etc. Pull freely from fantasy tropes, there are a ton of well worn ones!), and how step 1 above might influence how they go about it. 

The only limit is your imagination!

3) Who or what do they need to achieve their goals? 

Maybe they use magic, or ancient golem left over from an earlier civilization. Think of interesting monster combinations: what might they collaborate with to make encounters more engaging?

Kobold missile troops might benefit from the help of a bruiser, a bear or giant scorpion. 

Orcs might benefit from some imp allies, or perhaps they're berserkers who use only bone weapons and have pet grey ooze to deal with armoured enemies. Maybe the excrement or residue slime of a grey ooze, if you smear it on your skin, repels it.  

4) Who or what would want to oppose this, and why? Evil factions are often driven by things like envy, hate, sloth, prejudice, entitlement, etcetera. 

If one faction suddenly gets wealthier, it'll piss off all their rivals, who might gang up on them. Or perhaps they'd serve as mercenaries, then betray them. 

And of course there will be the forces of good who will oppose a rising tide of evil in the region. Perhaps it's the faeries of the woods, or a merchant guild trying to rebuild prosperity, or desperate farmers, or a monastery of monks guarding an ancient tome. 

Taken together, these details can help make your humanoid monster fodder more interesting, as well as flesh out the region which the characters are exploring. Plus, the web of interconnections will offer a plethora of fun ways players can turn rivalries to their advantage.

Win win!

Next up: A bunch of factions from Druidun Dungeon.

Thursday, 29 August 2024

Node vs. megadungeon RPG adventure design

The modern five room dungeon, arch-enemy of the megadungeon

I jumped back into D&D 5e as a DM straight from AD&D First Edition a year ago now. All my players are familiar with 5e, so our campaign is an old school retro-thrill for them.

I'm The Dinosaur DM, hauling into the light old school AD&D elements that they're unfamiliar with, in some cases for good reason. 

They're doing training between levels, for example, which was a roadblock mechanic from The Before Time, but one I always liked. It makes levelling up feel more earned, somehow. But it does slow things down, and 5e is about speeding everything up (including upleveling).

I really like Fifth Edition overall, it's much more streamlined and far more survivable. Some aspects of First Edition just weren't fun. A wizard who gets 1 spell to start spends a lot of time just trying to avoid dying. 

These days, players heavily invest in their character creation. It's less about a bunch of random no-name adventurers heading down into a dungeon to possibly become rich and powerful (or to be brutally slaughtered), and more about a bunch of already exceptional heroes setting out on their heroic journey. The specialness is baked into the 5e character from the get go, while in AD&D, only a few survivors made it to that status. 

There's a very different kind of game design philosophy at the root of it. For the most part, I think 5e takes the right path. On the other hand, it kind of defangs the fantasy world. 

I'm not out to kill characters, mind. You want to cut players slack... just not too much slack. Take away the possibility of dying, and the thrill wanes. KIll players too often and the fun wanes. 

But with the switch from characters starting out almost hapless, and trying to become exceptional, to 5e where they start out far more exceptional, is that they (quite understandably) want to prioritize their own personal journeys. Heck, the game could be called 'Heroic Journeys' (the name I gave the faux game in Dragon Garage), as the world revolves around the players much more than it used to. 

That brings me to node vs. megadungeon adventure design. 

A megadungeon is big and impersonal. It doesn't care about the players, one way or the other, and there's a  lot in there that isn't related to the player's personal journey. That, however, doesn't fit with the character focused gameplay of 5e. 

Players don't want to have to mess around with meaningless exploration: they want to get right to what's about them. To their personal journey. Who needs all that poking around in the dark?

That's where node based adventure design comes in: you create only encounters and situations that push the primary story along, and use a few random events and encounters to add a little padding/uncertainty. A node based game is far, far more streamlined and focused.

If they have to rescue someone, you set up a few key encounters along the way, but you don't have them wandering around a megadungeon trying to find their target. Players get bored quickly these days hence the popularity of the five room dungeon. 

This leads me to a fundamental question: is there any place for a megadungeon in 5e? The megadungeon doesn't revolve around the players personal mission. It's a big shift going from a character-centred universe to an indifferent, deadly universe that you're just visiting (before inevitably popping off the mortal coil). It may feel slow, unfocused, meandering, and bloated compared to modern game play. 

Personally, I like open world exploration games, where I'm not rail-roaded into fulfilling my journey (at least not right away), and I can take my time, smell the roses, kill the gerblins, that sort of thing. But that admittedly affects story flow, and can descend into meaninglessness.

The most efficient, streamlined way to tell a story through RPG mechanics is with node based adventures. It keeps things at a quick pace, and doesn't let the drama lag. And while it's more fulfilling drama and story wise... the megadungeon still feels more immersive.

What do you want from your flight of imagination?

One advantage of node based adventure design: it's a heck of a lot less work than building out an entire megadungeon complex! 

I've got 2 levels of the megadungeon keyed beneath Castle Druidun, and a third underway. I'm considering changing to node based design after that, depending on how things go with the players, and how much energy I have.

There's a really great flow map of various classic D&D dungeons here by Melan.

Thursday, 4 July 2024

DM Journal 1: Jumping from AD&D to 5e

"Do you have a moment? I have a brief survey for you to complete."

I’ve been ‘running’ the D&D campaign as game master for almost a year now. I hadn’t game mastered since high school, or even played, other than a few one shots over the years. I think they were version 3 or 4? Can’t remember, we used pre-generated characters and I didn’t get into the rules. 

So what’s it like leaping straight from AD&D to D&D 5e? It’s hard to say exactly, because it’s been so long since I played but the impressions I have are:


  • The game is still spread across three core books: Dungeon Master Guide, Player’s Handbook, and Monster Manual, and I still kinda hate it. To do most things, you have to refer to multiple books. You need weapons stats from Players, monster stats from Monster, but you have to get the Player’s out to find out what the monster’s spells do. I wind up using my phone to look stuff up a lot, it’s faster. Since the web is not space constrained, why not just put the relevant spell stats right there with the monster? (I’ve tried to do this with my own mega dungeon)
  • Gameplay has become a LOT more streamlined. Those early AD&D books looked like physics texts, with endless tables, percentages and glossaries galore. The new books are more friendly looking, spaciously laid out, and while there are still a good number of tables (and a lot to learn), the basic rules are far simpler and more organized. So simpler surface, but still a lot of depth.
  • Characters in AD&D started out much more limited than 5e. For example, in AD&D, a first level magic-users got one spell, and that was it. You fire your magic missiles, or whatever, and you were done for the day. The rest of the time you’d have to hide your 1 hit point body behind the nearest fighter and just try not to die, because a strong breeze could kill you. Now? All magic users get cantrips, which they can use endlessly. I do remember cantrips being introduced in AD&D, but they were little more than parlour tricks, not bolts of flame that could incinerate people. Hell, even rogues (thieves and assassins are no longer a thing, too judgemental I guess). 
  • Characters in 5e are much more robust and resilient than in AD&D. Ability score minimums prevent you from running hopeless characters; before minimums were just a house rule. Everyone is now above average. Healing happens faster and a long rest brings you right back up to your maximum hit points. Short rests recover a couple of hit die, so having a healer as part of a party is not as crucial as it used to be. You also get multiple saving throws after reaching 0 hit points to not die. 
  • Dungeon crawls and mega dungeons are practically unheard of in 5e; they were bread and butter with AD&D. 
  • The number of classes and races players can choose from is vastly expanded. Whether you like this or not depends on the kind of fantasy setting you want to use. I prefer a more limited set, as the game was meant to be set in the world of Dragon Garage.
  • First level monsters mostly have 2 hit die rather than the old 1 hit die. They're tougher to better match the more capable 1st level modern character.
  • Monsters all have ability scores now, they never used to.
  • There's no To Hit table that goes by player level or monster hit die.
  • Armour Class is reversed, with 20 being great and 0 being terrible. In AD&D, AC 10 was an unarmored new born babe and -10 was practically invulnerable.
  • The advantage/disadvantage system didn’t exist in AD&D; it’s elegant, simple and I like it in 5e. 
  • Monsters now come with assigned weapons. This feels really weird, but I understand it for the sake of flow and simplification; I swap weapons out if I feel like it.
  • Characters advance in levels a LOT faster than before: in AD&D it could take 1,500 to 3,500 XP to reach 2nd level; now it’s a uniform 300 points! Punch a couple goblins and you’re second level. I don’t mind this, as 1st level characters are so fragile we died like flies back in The Before Time.

Ultimately, 5e is a lot more forgiving, and less deadly, than AD&D.


I wasn't really aware of this when I started, which led me to make early encounters much easier for the party than they should have been. I was pitching at AD&D difficulty for 1st level, rather than 5e. The result is that the players steam rolled through the first adventure, The Tomb of Aethelwulf, even though I was bumping up and strengthening the baddies as we went. It just was never enough.


The final boss fell a little flat (in my opinion), with the necromancer forced into a hasty retreat by the hard charging fighter. A barrage of missile attacks (both magical cantrips and non-magical arrows) made it impossible for him to hold focus. It didn’t help that I deliberately didn’t pick the deadliest spell collection (again, still thinking of player fragility). 


That mini-dungeon adventure took 2.5 sessions; the remainder of the third was spent in town threatening to murder the NPC I had set up to be their fence for treasure and magical goods. The complications from this will be fun to play out, for while the wheels of justice turn slowly in Pelshire, they do turn. Nothing that a pot of gold can’t solve, though.


I’m still trying to get a handle on player expectations for 5e. Their experience with the game is completely different from mine, and I don’t have a really good idea of how the game is now played. I just know the game we are playing isn’t what they’re used to, and I’m curious what the heck their usual game sessions are like. I gather they are more story focused, rather than exploration with a story running in the background. 


I’m basically running an AD&D megadungeon crawl (also no longer done) using D&D 5e rules.

 

I did try and inject some motivation in the beginning: each character got 3 ‘story cards’ at the outset, and chose their favourite; they each have a bit of background with a story hook tied to the megadungeon, such as a lost family artifact (which will make them the legitimate leader of the family house) buried deep in Druidun, or a missing relative, or an evil sibling rival, or what have you. 


First session, they started at a tavern (naturally) and were interrupted by a couple of villagers fleeing Aethelwulf’s tomb, where their coworkers had been captured by an evil necromancer’s crew. 


For the next adventure, they were given a mission by a medieval fixer/talent agent… whom they immediately betrayed, going behind his back to cut out the middle man. He's not going to be giving them any more missions. My NPC set ups are 0 for 2. 


The only ‘person’ the team has bonded with (and not threatened to kill, behead, mutilate, torture or worse) is a decapitated talking head the necromancer left in their path to intimidate them. Now the head’s hanging from the cleric’s belt. Every now and then they un-gag him to listen to threats of death and dismemberment. 


That’s probably why they like him. 


Other posts in the series: 

Populating the mega-dungeon part one: Mix, match and batch