BASIC MAGIC: What Was Top Choice Among Starting Spells for Early Module MUs?

 

from Wizard of Barge

Due to playing a long-running, well, 6th level anyway, BX magic-user, I've had a lot of thoughts over the years about playing wizards in BX/OSE. 

I took a quick look at the first of the B-series (1-9) to see what spells were given to early starting magic-users once the game was ~5+ years on from its inception. By this time, the people writing these modules had exposure to D&D as a player, not a creator.

Since the goal of the B-series (B for Basic) was to introduce new players to the concept of D&D, many contain pre-generated characters which can be used as hirelings or PCs. A review might allow me to see how earlier designers thought of starting MUs, the obstacles that the players would face, and so might sculpt how they present the magic.

A BASIC REVIEW

B1 In Search of the Unknown (Carr)

In this module, 12 MU or ELF PCs are listed, and a weighted table is used to determine which spells they have.

Unsurprisingly, for 1st-level spells (Table A), Charm Person and Sleep rank as the prime spells at 15% chance each will be rolled. The runners-up at 10% are Detech Magic, Light, Magic Missile, and Shield.

Interesting though that 2nd level spells (Table B), has a far more equal distribution among the spells listed. At 10% chance, Continual Light, ESP, Invisibility, Knock, Levitate, Mirror Image, and Web get equal billing.


B2 The Caves of Chaos (Gygax)

For the NPC generation here, only 3 out of 20 potential N/PC are MUs or Elfs. There are no pre-assigned spells to those characters or a weighted table.

The full number of 1st and 2nd-level spells is given, with three 3rd-level spells mentioned in the table: Dispel Magic, Fireball, and Fly.

B3 Palace of the Silver Princess (Wells)

Here, there are 13 "read-to-play characters," of which 4 are MUs or Elfs. Each is given either Magic Missile, Sleep, Charm Person, or Light to start with


B4 The Lost City (Moldvay)

There are 5 magic-using characters presented as pre-generated options in B4 and we can see there are only two spells-- Sleep or Magic Missile.



B5 Horror on the Hill (Niles)- There is only 1 MU and 1 Elf among any of the 11 pre-rolled characters and. B6 The Vailed Society (Cook)- Like Hill, there is only 1 MU and 1 Elf among any of the 7 pre-rolled characters

Neither pre-assigns spells to the characters nor offers any weighted tables, so I assume you'd either roll these from the book or the DM provides the MUs with their spell selections.

B7 Rahasia (Hickman & Hickman)- Again, just 2 MU, but also inclusion of magic items and higher levels. For 1st-level spells: Shield, Magic Missile, Sleep, and Floating Disk; for 2nd-level spells: Web




B8 Journey to the Rock (Malone)- There is 1 MU and 1 Elf both are higher levels than the 1st level adventurers we see in the earlier modules. The Elf has Hold Portal and Magic Missile, while the MU has Charm Person and Protection from Evil


B9 Castle Caldwell and Beyond (Nuckolos) and B10 Night's Dark Terror (Bambra et. al.)- No more ready-to-roll characters

SUMMARY

Sleep is a clear winner! Really no surprise, really, since it might be the best singular spell in the whole 1st and 2nd level lists. A fireball of feathers. It can take out 2d8 (avg 9) bandits (1 HD) or 1 ogre (4+1 HD). It's top because its cheap, level 1 and only takes 100gp to make a scroll, and it covers a wide range of threats.

Magic Missile is in second place in terms of frequency. This is kinda a surprise to me given that Charm Person is often considered the next most powerful spell at 1st and 2nd level. I wonder if that's because it just feels magic-y- shooting off a bolt of arcane energy that hits unerringly? Or fits its one of the most easy to understand spells?

What is true is that Magic Missile is a good offensive weapon against other enemy MUs because it can weave through the ranks and hits without a roll which is perfect for disrupting enemy Sleep spells. But was that really what early designers were thinking?

From an old-school dungeon design perspective, I think there are a couple of opportunities.

One adjustment might be to swap the levels of Sleep and Invisibility. Invisibility is a fun spell that ends when the invisible person attacks or casts magic. So the spell is very hijinks-oriented, can benefit the cast/other classes, and can be cast on objects. It also feels really wizardy. This would place Sleep in a narrower range of opportunity.

Or as dungeon designers, we could look at Sleep and Magic Missle as opportunities to increase threats at lower levels. This is not to be "killer DMs", but instead to enhance the fantastic. Not need for 1d4 giant rats or 2 bandits splitting 20gp.

Instead, you could make a band of 20 bandits a presence in a starting adventure. A threat that *could* be solved by a starting MU with Sleep and party with careful planning.

With Magic Missile, perhaps more enemy MU should have Sleep themselves, but downed PCs might be a sarifice instead of simply just having their throats slashed (as PCs would do). Or perhaps there could be fast-moving or incorporeal threats that are low HP but cannot be interacted with by mundane means.

Either way, again, these would ramp up the excitement of low-level adventures and not make them seem like a waiting room for better fun at higher levels.


GAMEHOLE CON 12: A Reflection Of My October Gaming With Shadowdark And More!


This past week I went to the GameHole Con in Madison, Wisconsin. For the 12th iteration of the convention, it was me, along with 8,000 other gamers, plus three of my friends, ranging from con-experienced to con-inexperienced.

GAMES I RAN

This year I took it easy and only ran two 3-hour sessions of Miranda's Nightwick Abbey. However, I decided to not make it easy on myself by running one 9-12 PM and then 8-11 AM to the following morning. Ugh.

Similar to the ReaperCon games I ran this year, I used Nightwick's unique geomorph setup to scramble together a singular level made of elements of Levels 1 & 2. This is a unique facet of Miranda's design I've never really seen in any other dungeon. I've more thoughts on it I'll have to share in another blog post.

Then, using Shadowdark's 0-level rules, I ran a funnel where 5 pairs of villagers had to escape the Abbey after being lured there via wine, song, and a vicar who was a most terrible shepard of his flock.

Because Shadowdark uses luck tokens, I also cobbled together a quick mechanism to track different decisions made in the halls of Hell. So PCs started with 1 virtue token used for re-rolls or forcing me to re-roll. But they could gain vice tokens when bargaining for power or performing acts that were particuarly self-serving.

After seeing at ReaperCon how hard it was to remember which of the grey villagers minis were which, I decided to paint each pair a distinct color, which worked out really nicely and pushed me to get my painting station set up. But I have to admit, from an old-school perspective, black with white dry brushing is a cool effect.




For the specific paints, I used a combination of Reaper's Master Paint 2.0 series, given out this year and Army Painter's John Blanche Vol 2 which I picked up on a whim.

How did the game play out?

The 9:00 PM game was novel out of the gate by the appearance of not one but 3 "VIG" badged persons. Which got me a little sweatty, given they shelled out the big money to play at this con so I didn't want to suck. As a group, only 1 or 2 answered "yes" to the first question of if their characters would murder for a weapon to augment what was left of their equipment. This group tried to stay together for the most part but but slightly undone when they turned north, then back west, which was toward their starting point. Eventually, they found themselves cornered by the Blind Brothers and viciously cut down.



The 8:00 AM group, despite the early morning hour, was no less willing to embrace the darkness. This group all agreed to murder someone at the party for a 1d6 weapon. Then, the group proceeded to go on the offensive against the Abbey and ganged up on the marrow-eating creatures in the room with them as well. This group's aggressiveness served them well and they were certainly willing to cut a deal with the Abbey. This included being betrothed! This group also had a very virtuous action by a member who prayed for divine intervention from the God of Law at a critical moment and rolled a nat 20! He saved his party but slain in the process; however, he ascended to heaven even in the Abbey. The rest of his party was not so much. They ended up going into the light, which is the burning, infinite gullet of the dragon of Hell.




But in the end, despite the long odds, each group seemed to really enjoy their time in these hell-haunted halls of Nightwick Abbey.

GAMES I PLAYED

Pirate Borg: I gotta say our "Harbor Master" did a very nice job introducing us to this Borg-hack. Much like its parent ship, Pirate Borg is very flavourful and does a nice job through various random tables of building great characters. 

My pirate, Philip the Unlucky, and his crew explored a mysterious island, battled a giant crab, and stole a bunch of treasure! All aboard our sloop named "Dogg" led by our youngest member Capt. Waffles, who was surprisingly not murdered by the fay spirit he conjured.

Heroquest: A blast from the past as my original version was sold in a garage sale many moons ago. This game was run by Doug Hopkins who is the current line designer for Heroquest. The adventure we were playing was from the expansion that was designed by Joe Manganiello-- so a cool double twist to this experience. 


At the end of the game, I won a set of specialty dice that I gave away to our youngest player, given he and his friends were big fans of the game. But I didn't walk away totally empty-handed because I got a free quest and a pad of blank sheets featuring the Heroquest board to design your own adventures.

Oh, Doug is also the current lead on one of my other favorite board games, Talisman, so it's really great to get a chance to hang with him at the con.

Shadowrun: In middle school, I made friends with a guy whose favorite setting was Shadowrun so, like Heroquest, this was mainly driven by my nostalgia. I had also forgotten how many d6's are really needed to play this game so it was laughable I showed up with a paltry mix-and-matched set of 5.

The setup with protecting a rising influencer star at a gaming convention like TwitchCon, but in the future. I played a pre-gen Smuggler class, but much to the GM's delight/dismay, kept running Edward Norton like a "Face" class. Turns out our charge was more than meets the eye- surprise! But it was a good time. We convinced a second set of runners to be our B-team, we foiled a drone attack, and had a final showdown.

Along the way me and the Street Samurai player had assembled a new concept album for our young pop-star. So coming soon from Tigre: Witness Protection- You Can't Hide My Shine (title) with tracks "Boom! Drones on Fire" and "My Technological Romance"

PEOPLE I MET

I did drop by a panel on building a YouTube RPG presence because it featured noted D&D folks Ben Milton and Justin Alexander. It was an interesting hour about some of the realities behind the screen. Notable for me was:

  • The social media company's algorithm controls a lot of what is actually seen and you have to be really big for them to even bother sending you an email that something has changed
  • Content in a series rarely does well beyond the first item in that series because the audience just halves after each subsequent engagement
  • All the panel agreed that while some sorta live-play + DMing advice would be good that sorta content would take too long to produce and suffer from the same sequence problem; ideally, such a thing would have to be edited down from 1-3 hours to 10-30 minutes of the "good stuff" maybe making it hard to follow
  • A lot of the biggest "stars" in the RPG space had already made a following from something else and brought those eyeballs to their YouTube channel; same folks often have additional editing teams and or experience to help out
Maybe none of the above is really unknown, but it reinforced to me that there is a lot of other things going on behind the scenes for someone to make a breakout in the social media space. And a lot of that is often hidden in "percetion" of how they got there.

Mica & Doug Kovacs, both of DCC fame: While at the bar, my mentioning of Castle Rat to a friend allowed us to strike up a conversation with Mica who runs a lot of DCC events. It was really cool to meet them and hear some Goodman Games stories. Mica prodded (dared, suckered) me into tell Doug Kovacs he need to listen to Castle Rat.

Cut to me doing just that...and Doug was ready with an opinion! It actually prompted a neat conversation about music, art, and the state of RPGs and D&D. It was really interesting and was cool to chat with him. I learned three things that Doug has
  1. Several playlists culled from an old G+ thread of metal music which was cool
  2. A set of Talisman houserules he likes to play with to speed things up
  3. A war game called Dog Storm which a wargame consisting of bands of 5 repurposed minatures and found terrain- occasionally a storm of plastic dogs are thrown on the battlefield- if they touch your mini it dies instantly.

Final Thought: I really enjoyed GameHole Con this year. I think cons are great because for the most part they are a big gorup of folks who really enjoy *playing* the hobby. That connection is really fantastic!

B4 YOU CHOOSE B2 CONSIDER THE LOST CITY: A Better D&D Benchmark

In the latest issue of Wyrd Science, B2 Keep At The Borderlands is brought up as a benchmark for the adventure style of Dungeons & Dragons in a discussion about a new game from Osprey Publishing, Through the Hedgerow:

“[Hedgerow] definitely isn’t a game about delving dungeons to murder a few orcs, make off with their treasure, rinse and repeat.”


From the article, Hedgerow is a game about a group of PCs who are called to serve the mysterious Light in its never-ending war against the entropic forces of the Dark. The battle and PC adventures range across various eras of England, from the medieval past to WWII.


Later in the discussion, a distinction is drawn between American fantasy, which is more oriented toward a small bastion of civilization facing a broad swath of untamed wilderness, and British fantasy, where there is no uncivilized land. As a result, you have to deal with your “neighbors”, both material and immaterial and their choices present and past alike:


“American fantasy is the fantasy of the frontier between civilization and the darkness beyond. … You see it best encapsulated in the old D&D modular Keep on the Borderlands.”


Aside: Please don’t mistake me. I am not giving either Wyrd Science or Through the Hedgerow the evil eye. The former is an amazing magazine that everyone should get, especially this issue, which brings up The Grim and The Dark, has an interview with Castle Rat, and talks about Pratchett’s Nightwatch along with reviews by Idle Cartulary. The latter seems like a very cool RPG that started with an exploration of old-school D&D and grew from there into something that fans of Over the Garden Wall and Dolmenwood would seem to love!


What I want to focus on is how Keep on the Borderland casts such a long shadow over the entire discussion of D&D, despite other contemporary module alternatives. So what if we consider a Basic D&D line sibling as an alternative, like:


B4: The Lost City (1982)





In brief, The Lost City is a module about an ancient city that dug up an eldritch being when constructing their king’s burial tomb. Not being able to kill the creature, some began to worship it as a new god. Eventually, as more and more folks followed this god, the city was left to ruin, undefended, and destroyed by barbarians. The survivors, mostly still devoted to the eldritch god, built an underground city ruled by the law of this being. However, even there, a rebellion representing followers of the old gods flourished, and they plot revenge. Here is a review by Professor Dungeon Master. This is one of my favorite TSR module,s and I think one that deserves far more praise than it gets and it gets plenty. 


Let’s consider the qualities of The Lost City: 

  • A Dungeon of Factions: The PCs can make friends with 3 “good” factions representing the old gods of the city who are squared off against an “evil” faction, supported by their eldritch being, currently controlling the city.

  • NPCs With Their Own Goals: Each faction also has its own goal, set of recruitment requirements, and are all are at odds with each other. However, all want to free their city of Zargon’s rule, so diplomatic players have a clear route forward. In fact, its expressly called out that these factions “give the DM the chance to add character interaction to the adventure.”

  • All Human: A vast majority of the action in the Lost City centers around what the PCs are going to do with the human factions below ground. Three are rebel factions, one is a large cult, and vast majority of the rest are drugged, oppressed who really don’t know much else. 

  • More Than A Dungeon, its a Sandbox: The main presentation of the module is the upper pyramid. The module ends when the PC reach the titular city, but in a few scant pages Moldvey offers an isometric view of the city, major buildings, alludes to five other adventuring sites (see below), and provides 8 different paragraph hooks for continuing the adventure.

  • Squarely Swords & Sorcery: Most D&D modules tend to come across as some variant of mid-fantasy, but difficult to pin down in its relationship with the Appendix N.  The Lost City wears its swords and sorcery firmly on its sleeve. In fact, I think it's one of the few modules to actually do so, having been so inspired by Howard’s Red Nails.



So what would The Lost City say about Dungeons & Dragons if it were used as a benchmark in lieu of B2 Keep on the Borderlands?


I think you get an impression that PCs are often a group of wanderers who find themselves walking into the middle of various conflicts that are at a stalemate between humans divided between good and evil factions, which take place in sites of former grandeur. Their decisions and negotiations, which are mostly to the benefit of “good”, often help vanquish the avatars of evil in the adventure. Along the way they might uncover why the current state of things are the way they are, find some valuables/magic, and ultimately free and oppressed populations. This sets the stage for even more adventure!


To me, this seems down-right contemporary but certainly a far cry from “delving dungeons to murder a few orcs, make off with their treasure, rinse and repeat”. I don’t forward this benchmark change to launder Gygax’s conception of D&D, but to remind everyone that even by the late 70’s many voices had already begun providing alternative ideas of what a D&D adventure is. B2 is important for a variety of reason, but not because its the definitive or even defining conception of D&D adventuring.

WHY MEGADUNGEONS? A Campaign Structure for Modern Lives

 

Original image from the Diablo pitch document, which now
feels like an OSR doc from yesteryear

Why Megadungeons?

Over on the Prismatic Wasteland Discord, a member asked essentially, "Why megadungeons?" This is a good perennial question that deserves perennially blogged answers. Heck, Ben L. of Through Ultan's Door does a whole podcast on the who, what, when, why, and how of megadungeons- Into The Megadungeon. Go listen, its a treat! The questions deserve continual attention because megadungeons are a foundational campaign structure for Dungeons & Dragons and, therefore, the campaign structure of most descendant fantasy adventure games. 

Dave Arneson's Blackmoor campaign, the genesis of D&D as we know it, quickly became centered around the group’s individual characters repeatedly delving into the dungeon below Castle Blackmoor. While it was not initially intended to be this way, accounts suggest that the dungeon delving proved so enthralling that the player refused to abandon it. Only after losing Castle Blackmoor itself, did the players tear their attention away.

A while later, once Gary Gygax was introduced to Arneson's novel campaign structure, he too began to formulate his own castle-based dungeon of infinite levels and the famous Greyhawk campaign begun. Its impact on D&D cannot be denied. But Greyhawk was not the second dungeon; one of Arneson's players created Castle Tonisborg with a soon-to-be-released early draft of D&D in 1973, which again featured many multiroom levels filled with treasures, traps, and several dragons.

This vast dungeon campaign structure also predominated outside of the D&D founder’s groups. If you read early editions of Lee Gold's Alarums & Excursions, early campaign structures often feature deep dungeons. And even one of the earliest published third-party modules for D&D by Judge’s Guild was the Caverns of Thracia (1979). A very excellent dungeon whose gold-standard design is covered here by Gus L. of All Dead Generations.

Megadungeons ARE D&D.

Megadungeons in Video Games & Popular Media

However, megadungeons are not relegated to the past nor to the gaming niche of pen and paper RPGs. Megadungeons have been a big component of early and current video games too! Early PC dungeon crawlers like Wizardry, which I cover here, featured multi-floor dungeons that had to be delved by the player's party and hand-mapped by the player themselves. Of course, Diablo represents another example of a very famous and beloved video game series that features a megadungeon structure (see the image at the top of the post).

Wizardry (left); Super Metroid (right)

Megadungeons as a game design structure gained significant attention with the release of Super Metroid (SNES, 1994) and Castlevania: Symphony of Night (PS, 1997), which eventually led to the genre-defining term "metroidvania". The recent metroidvania game Silksong, a sequel to the acclaimed Hollow Knight, has put megadungeons right back into the forefront of people's minds. I direct you to Josh at Rise Up Comus for a nice discussion about how metroidvanias convey their megadungeon structures in detail. But I think simply looking at the two maps below you can clearly see Hollow Knight owes a lot to the dungeons of Dungeons and Dragons.

Dungeon example from Holme's Basic D&D (left)
Map from Hollow Knight (right)

Finally, megadungeons are not just a setting for video games. There are a few examples of very popular media that also place their story in the context of a megadungeon. The first that jumps to mind is Dungeon Meshi, which bears a shocking resemblance to old-school Dungeons & Dragons, but less surprising once you realize one of its big influences is Wizardry. In the category of hot-at-Barnes-and-Nobels, the book series Dungeon Crawler Carl, amusingly abbreviated DCC, is also gaining steam as a popular book series featuring a megadungeon, and it looks like Seth McFarlane's company will produce it as a TV series. The plot is that an average Joe, Carl, is ensnared in an intergalactic TV show after all of Earth is turned into one giant multi-level dungeon. The series feels more like it takes after World of Warcraft than anything else, but it's still a vast dungeon and dungeon crawling at its center. New manga Tower Dungeon also features a band of heroes attempting to reach the top of a 100-level tower to rescue the princess from a necromancer.

Megadungeons ARE D&D, but not JUST D&D.

Misconceptions of Megadungeons

Hopefully, you are convinced by the above that megadungeons are not an archaic campaign structure but one that is alive and well in the public consciousness and, therefore, might be a great way to start your next or even your first Dungeons & Dragons campaign. And to help encourage that, let me take a stab at answering some of the misconceptions about megadungeons:

Dungeons are boring hack & slash: This can befall almost any RPG game. While dungeons are a basic unit of play in fantasy adventure games, they are not a simplistic unit of play. Dungeons are a creative environment for RPG because they allow a dungeon master and players to develop the call-and-response flow of table participation that is required to make most RPGs work.

Furthermore, good dungeons are choice-laden, but are more constrained than their wilderness or open-world counterparts. This often provides the need for improvisation, but limits the need of novelty to a set of recurring themes and subjects at any given point. This constraint prevents a new DM from having to narrate 3 different ongoing situations, likely when starting a campaign off in a town or wilderness and saying, “so what do you do?”.

I don’t have time to key 300+ rooms: If you are going to design one, how big does it have to be to be a “mega” dungeon? I tend to think there are two qualities of a megadungeon: (1) is a minimal size and (2) a functional component. First, in terms of size, Hole in the Oak, a popular starting dungeon, is about 60 keyed room. Caverns of Thracia, which is a highly lauded megadungeon, has only about 117 keyed rooms. While 2011’s Stonehell, another highly recommended megadungeon, is over 700 rooms. 

Second, “keyed rooms” might not be the best measure because 1 huge room could require as much table time as 5 smaller rooms. So, another definition which I think is probably more applicable to today’s entertainment-compeditive lives, is that a megadungeon is a dungeon that forms the loci of play for an ongoing campaign. This means the dungeon is the center of action, with other locations, e.g. “the town”, playing a supportive or peripheral basis mainly as a place to provide downtime actions between the dungeon crawling.

Also, you don’t have to key everything at once. Gygax recommended having about 3 floors ready to go before calling your group together for the first game. However, we aren’t playing 8-hour sessions, so even having 1 complete floor of 30-50 rooms keyed would be enough to get started.

Dungeon design is difficult because its hard to design good dungeons: You might say that dungeon design is already difficult, made more so by having to create over 100+ rooms interesting enough to support a campaign. Well, fortunately, the creator of His Magistry the Worm, Josh McCrowell and I have written a dungeon design document. This course walks the reader through the steps needed to create a solid, table-ready 30-room dungeon. One can easily replicate this process 3 or 4 times to yield a 90 to 120-room, multi-floor, megadungeon. A key points is one is aiming for playable dungeons, not dungeons so excellent they redefine the genre. Give yourself a break and aim for bored-in-class creativity! Here Nick discusses how to make a megadungeon in two weeks. Miranda of In Places Deep also has good advice.



100 rooms of the same theme will get repetitive: I can definitely answer “no”. Through my many, many years of playing just Dungeons & Dragons, I can say that I still get excited delving cursed crypts filled with the undead. Megadungeons are great at distilling ideas AND giving them depth. Each floor can be populated with only a few ideas, themes, or aesthetics. Which means you don’t have to have an entire list of complicated plots, plans, relationships, and NPCs before you begin to execute a whole campaign. Megadungeons are a canvas to iterate on those same things repeatedly, which allows you to fully draw out an element’s flavor, because you must variate on each element. The opposite side of the coin to dungeons is “wilderness hexcrawls” can be a load of fun and certainly has been popular in the “West Marches” format. However, I think hexcrawls can dilute ideas because a DM is required to spread them out over a much larger area, like a kingdom/region, and the basic unit is the 6-mile hex not a single room. Even with several items per hex, this can give the feel of a lot of empty space. The players also cover more ground and retrace less frequently. This further increases the need for novelty and decreases the impact of a single idea.

Moving through the same rooms will get boring: To address again the fear of repetition, megadungeons employ repetition simultaneously on two levels: in-game level and at a meta-level. For the former, the familiarity born from repetition allows the players to quickly navigate the megadungeon, exploit its secrets for their benefit, and maximize the impact of faction engagement. For the latter, repetition increases player knowledge of the fictional world. It helps cement the names of NPCs, location, and keeps them abreast of recurrent themes. Repetition also helps the DM ensure novelty has an impact. If a party has explored and passed by the fountain of Zeus 10 times, then they are going to be pretty surprised and intrigued when the fountain is cracked, water drained, and there is a staircase leading down into the dark.

Well, it is a silly idea that one person or group built some huge complex for no purpose other than to store their treasure: Another common complaint that I hear is that a megadungeon in too contrived even for a fantasy game with giant, fire-breathing lizards. That a wizard did it, is too insufficient or by the power of the mythic underworld is too handwavy. I only ask that one take a moment to look at how the mega-wealthy and powerful lived both in the past and present. For instance, the Palace at Versailles has 137 rooms listed which is more than the number of keyed rooms in Caverns of Thracia. The founder of Facebook is supposedly buying up eleven houses, which totals to something like $100 million on his block to create a complex in California. Even if that is not convincing enough, let me try this one last thing. In terms of fantasy adventure gaming, much like videogame counterparts, it is much more important to have a gamable space that aesthetically resembles a realistic space than it is to have a truly rationalized and functional area. After all, more real tombs are linear and contain few rooms at all.

Megadungeons are where the familiar allows expression of the fantastic.

Megadungeons as Campaign

Finally, I want to end by addressing the megadungeon as a campaign structure.

I think the modern play environment today is a far cry from Gygax’s weekly 8-hour gatherings. And instead, most people involved in D&D post-college can only spend about 2-4 hours per session, once a week. I know I am fortunate enough to play about twice a week, but anymore is really stretching it. It might seem contradictory, but this play constraint is very excellent for a megadungeon campaign.

Megadungeon have a simplified campaign structure/loop: Town to megadungeon and back again. The dungeon, of course, is where the action is and the town is where resupply is. But the town usually contains a civic faction, a religious faction, and 2-3 other groups that represent the world at large. Additionally, the proximity to a dungeon of legend provides a good reason for all sorts of weirdos to visit. And, of course, things in the dungeon could also crawl out of it. And, there is usually enough reason to have a few areas outside the town to also provide a small regional space: the other town that hates the dungeon town, the hermit’s hut, the strange standing stones, the lake, and the ruin temple/tower. All which can be their own adventure locals, other entrances to the dungeon, both, or just locations for extras like spell components or special training. When combined with repetition, this means in just a few 2-hour sessions, players become very familiar with a lot of their local world. This reduces the need for a DM to repeat names, locations, relationships, and lore because there is just not that much there to catalog, and the players see it a lot. A huge advantage!

On top of that, it also doesn’t take long for players to see the impact of their actions for good or bad. In a large hexcrawl, if you burn down the inn, players can just move on. In a very local megadungeon campaign, they are sleeping outside or in the dungeon. In a hexcrawl campaign, if the evil mimic leaves with the party, they might not see that effect for a while. However, in a megadungeon campaign, said mimic might become the favored inn, replacing (mysteriously overnight) the prior inn they burned down.

Megadungeons are where the familiar allows focus on play and player actions.

The End, but the Beginning

…of your megadungeon campaign!

I’ve hoped I’ve been able to to convince you that a megadungeon is a contained campaign space that concentrates fantastical ideas by stretching them to full effect, uses repetition to the player’s advantage, which enhances play investment, increases the impact of novelty and change in the adventure location, while being a format that combines well with busy adult lives. And instead of being a campaign of the yesteryears of Dungeons and Dragons, it is a campaign structure that is being brought back to gaming consciousness through manga like Dungeon Meshi or Tower Dungeon and through video games “metroidvania” genre like Hollow Knight/Silk Song and Blasphemous 1 & 2.