It's as D&D as I could make it...
Saturday, December 31, 2022
Friday, December 30, 2022
#Dungeon23 — Tunnels Beneath the Earth
I've never been much of a "joiner," but I like a collective mental exercise now and then. It's what motivated me recently to enter my adventure, Bergummo's Tower, in Prince of Nothing's back-to-basics "No Artpunk 2" contest. With both my current campaigns running along on content I've already baked, I need a new outlet for some non-work-related creative energy (which has accumulated as a result of being cooped up inside with no yard projects to do and caring for a very sick dog).
Like a lot of DMs, I came across Sean McCoy's recent tweet about Dungeon 23, announcing a personal goal of writing one room a day over the course of a year in order to create a 12-level, 365-room megadungeon. The spark for doing this sort of thing had already been fired by Zenopus Archive's superlative expansion of the sample dungeon from the Holmes Basic rulebook, and I've been mulling doing a similar thing with several of my longtime dungeons-in-progress that I can never seem to complete.
My campaign world already contains a megadungeon environment—a series of
ever-changing catacombs beneath the capital city of the land of
Remedios. I've only fleshed out the top two levels, however, and my
players have only visited the first level. I've considered
developing a campaign around the catacombs, but on the players' few
excursions there, they never seemed to bite down on the concept and I never did much else with it. I love the idea, though.
A formal effort like this—and one that seems to be attracting a lot of participants—is the perfect thing I need to roll into the long winter months until spring. I'm curious if I have the stamina to do it. I write for a living, but do I have the juice to take a massive concept and flesh it out in a way that is cogent and feels satisfying? A little bit each day sounds easy, until you hit Day-160 and realize you're out of ideas and aren't even at the halfway point yet. I have a feeling this is going to be way harder than I think, and I'm already a pessimist.
I will say that I completely disagree with this guideline from Sean on his Dungeon23 substack: "If you can’t think of what to write that day just write “Empty Room,” see how easy that is?"
I'm of the opinion that if you're going to write a room, then write a room. My dungeon levels will have plenty of empty rooms, but the rooms I'm writing will have something interesting in them to see/do/fight/take. That definitely ramps up the difficulty level of this project, so it will be interesting to see what techniques I can develop to stick to this commitment.
I'm also wondering if I can make something interesting to other DMs out there. I ended up in the middle of the pack in Prince's contest, but I like to believe that was more a function of scope than content (some of the winning entries were just really cool concept pieces, whereas mine was a starter dungeon for newbie players and sort of vanilla). I know what flavors I like, and everything I make is some combination of those flavors, but how strong is my palate?
I'm not on Twitter or any other social media, so I'll post everything to my blog. I'm abiding by the guideline to write the rooms in a physical journal, which I think is a neat limitation. Committing ink to paper takes a leap of faith that your hand can keep up with your brain. It's a skill that has atrophied for me in favor of keyboards and typing. I'm not sure I can post every day, though, so I'm shooting for a once-per-week post of the previous week's work. I'll see how it goes.
I feel like I'm off to a good start. I've cracked what I want to do thematically, and I have an initial bubble sketch of the first month's work. I've also outlined the rest of the dungeon levels all the way to the bottom. Now I just need to start writing the rooms on Sunday. My goal is to pay homage to the foundational works of the game, but I intend to get weird as we go down.
I'll be following the OSRIC system as the overall ruleset for this dungeon, and I'm limiting myself to monsters from the AD&D trilogy (MM, MMII, FF), Chasoium's All the World's Monsters I-III, and some home-brewed but thematic creatures. As much as possible, I want to pick monsters I've rarely/never used before, but I definitely want some classic creatures in there as well. Also a dragon. In 40 years of gaming, I've only had ONE dragon fight with my players.I've named my megadungeon "Tunnels Beneath the Earth" (TuBE for short). The first level (January) I am calling "The Upper Works" as a shout-out to Castle Greyhawk.
Level 1 consists of the surface ruins (which will be detailed in Week 1). The ruins lead to three sub-surface "mini-dungeons" (Weeks 2-4). Each of those areas will have seven detailed areas (one per day). From the surface level and the mini-dungeons, various tunnels lead down to the first proper megadungeon level (February)—and some tunnels descend even deeper.
I've purchased a simple graph-ruled composition notebook to record everything, so here's to a new year of D&D and, hopefully, this time next year I'll have filled this bad boy up with lots of good stuff. Fingers crossed...
Thursday, December 29, 2022
Law and Chaos in the Badlands — Part 3
The perpetual religious warfare between the Khossites and the Lahrists has been a primary driver of a string of human civilizations throughout history, but other faiths also came and went over the centuries. These "pagan" religions were mostly regional and much smaller in scope, and none of them ever approached the scale or relevance of the Khoss/Lahr dichotomy in human affairs.
This state of affairs existed until a little more than three centuries ago, when the establishment of the merchant empire of Meridia heralded the dawn of the Fifth Era. With it came a new polytheistic religion—an amalgam of popular pagan religions that emerged during the previous period of tumult. This new religion was devoted to a sun god called Solis and a pantheon of lesser gods representing other elemental and divine forces. Like the order of Lahr, the Solists were civilized and believed in an orderly society, but a radical philosophical divide separated the two religions.
Whereas the tenets of Lahr centered on duty, self-sacrifice, and blind obeisance to lawful authority in order to further their goal of destroying Khoss, the Solis faith embraced a new view of good societal behavior. It introduced revolutionary ideas of earthly conduct—concepts such as "honor," "redemption," "chivalry," and "mercy"—and made them essential to truly defeating darkness and evil. These ideas seemed alien to devoted Lahrists, who rejected the new "cult of Solis" as heretical.
As the merchant empire expanded, however, its trade caravans and ships began to spread the word of Solis around the world, and the new religion was quickly adopted in lands conquered by the imperial legions. The faith appealed to so many because it was better suited to a more-agreeable world, in which prosperity and trade were the primary goals instead of constant, existential war. In a short period of time, the influence of the Lahr faith waned as the glory of Solis waxed.
The current "civilized world"—and particularly the land of Remedios, my primary campaign setting within it—is human-centric. Dwarves, elves, and other fantasy races live beyond the borders of human civilization and are uncommon visitors within human realms. Most non-human player-characters are foreigners to Remedios, and even unwelcome in certain places. Each race has its own spiritual faith and divinity, but those religions are largely inconsequential to (and unconcerned with) the greater world dominated by human beings.
Friday, December 23, 2022
Law and Chaos in the Badlands — Part 2
Monday, December 19, 2022
Law and Chaos in the Badlands — Part 1
The central conflict in the original module: B2 Keep on the Borderlands is between the ostensibly-good forces of Law—represented by the Castellan and the Keep’s residents—and the shadowy forces of Chaos—embodied by the cultists and their army of evil humanoids gathering at the Caves of Chaos. I wanted to keep the same overarching Law vs. Chaos structure from the original module for my Badlands campaign, with the chief difference being that at the start of the adventure, the forces of Law are mostly unaware of the growing cultist threat, outside of some vague rumors of “...trouble brewing in the south.”
In B2, the religious nature of the fight between Law and Chaos is never specified outside of the existence of generic elements such as priests and curates, temples, altars, etc., and no gods are ever named. This is consistent with Original/Basic D&D’s alignment system—which categorizes people and monsters as lawful, chaotic, or neutral—but I think it’s also left intentionally vague because this module was intended as a template adventure for DMs to dress with their own details. That’s part of the genius of the early adventure modules, and what modern, official campaign-book adventures are mostly (but intentionally) lacking.
Owlbear Hill — Adventure Site Contest 2 Post-Mortem
My reviews of submissions for the Adventure Site Contest 2 are complete, my scores are turned in, and I've spent some time reflecting o...
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As I re-acquaint myself with the rules of Basic / Advanced D&D , I'm remembering some of the odd bits and pieces of the game that we...
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In 1979-80, I was already smitten by Tolkien's Middle Earth and voraciously read any sort of fantasy books I could find at the library. ...
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I was invited to help review and judge the submissions to Coldlight Press's second-annual Adventure Site Contest . Last year's compe...