Choose Your Language

Tuesday 30 July 2019

Episode 12: The Mega-Dungeon!

Over the last week I have been considering the "dungeons" I intend to include in module two. In my last post I wrote about another area I was working on that acted as a dungeon between areas. It was as I was working on that, that I decided to start looking at the main dungeons that the PCs will have to overcome during module two ... This, in turn, started me thinking about the dungeons we used to play of old in PnP D&D and those of the likes of Ultima Underworld. It started me thinking about the feeling I had when playing them, and what it was that made them memorable. Then it dawned upon me that it was the "scale" ... They would be what we would refer to as mega-dungeons!

THE MEGA-DUNGEON

Now admittedly, I am looking back with "rose-tinted specs" when I consider some of the "dungeons" I played through in the past. However, considering I still remember some of that feeling of immersion and exploration from all those years ago, then I believe there must have been something about them that captured my attention, imagination and gave me the fond memories of enjoyment I have of them today. If I can recapture those elements in my own "dungeons", without compromising expected gameplay, them I believe the effort will be worthwhile.

Thinking about the shared design aspects that these dungeons (or games) had in common, I realised that it is the areas the single dungeon covered (which you were about to explore) were big! You knew the moment you started the dungeon that it was not going to be over in a single gaming session. In fact, for these dungeons, it meant you would probably only have just scratched the surface of what was coming ... and who knew what else to expect other than its mega-size? Note, the other common aspect was that the "dungeon" was (for the most part) self-contained; in that there was an entrance to the dungeon (or game), and you had to move forward to get out! i.e. It was also about survival!

OLD OR NEW SCHOOL?

Now the very thought of a mega-dungeon as I just described may be a delight to one person, but possibly considered an absolute nightmare to somebody else. However, I am not sure a negative reaction should necessarily be the correct response if we consider how the mega-dungeon has changed over the years. For instance, in its original concept (from PnP days), there were no CRPGs, and so the D&D dungeon was the de facto "game" to play to get your fill of exploration and encounters. Back then, size simply meant more to play, and so you felt safe that the game was not going to end any time soon. At the advent of CRPGs, however, this almost "infinite" dungeon would have to be pared down to a finite game to make it viable. Good CRPGs, like the Ultima Underworld series, would do this in such a way so as not to lose the sense of game length and depth of play. Take the concept forward a couple of decades and you pass through some excellent "mega-dungeon" style games such as the System Shock series and more recently, the Bioshock series.

My point is, all these games of which I have enjoyed the most in my gaming life have involved this "mega-dungeon" feeling to them. It is about their presence and challenge to overcome and win through that holds the appeal to the player. It's the "now I am stuck here, what can I do about it" feeling and the need to survive this epic environment and win through! It was not going to be a quick hack a few monsters, loot the gold, maybe answer a single puzzle and be off again to a complete new area any time soon.

THE MEGA GAME

There is (or should be) more to a "mega" dungeon than purely its size. That is not to undermine the importance of size, as that allows the player to get to know their "adversary". However, as the player gets to know their adversary (the dungeon in whatever form it takes), then this is when the builder can add to the dungeon personality, and even (if possible) add new gaming elements that make the whole dungeon memorable. So what else can be done?

MY MEGA DUNGEON

Before I continue, let me first say this: I am a D&D player through and through, with preference to the 3.5E rules. This is why the NWN2 platform is perfect for me to build my campaign. However, I am also a builder of a campaign that has its own personality and game style. For myself, this means if a storyline takes the player into some different angle of mechanics for the game play, then I will do so, but always while honouring the core rules, or giving a good reason for any significant mechanic changes made.

As an example, the most extreme changes to any mechanics I have made to date were with Soul Shaker (a NWN1 Module) when the PCs were gated to a different realm of existence in the Outer Planes. For obvious reasons, my argument for making the game mechanic changes were to help reflect the extreme change of environment in which the PC now found themselves.

The point I am trying to make is that while my campaign is core 3.5E D&D, I will change, add or remove different mechanics if an environment encourages or demands it. In the case of a mega-dungeon (and I would say any mega-dungeon), I believe such an environment necessitates the need to do something with this aspect of play to ensure the player does not become despondent, overwhelmed or even "bored" thinking about the task ahead. I believe this is of paramount importance if we intend to build a large levelled dungeon with which we hope to engage the player without giving them the same old experience that they may have had in many other dungeons in their gaming life already! (I know some may argue that is exactly what they want, but in my experience, that would eventually become tedious. Sometimes we need to have our familiarity jolted, even if just a little.)

So, that is my aim for any mega-dungeons moving forward. If you want a comparison to something I have done already ... It will not be as extreme as Soul Shaker, but more akin to the "Ancient Crypt" dungeon in The Scroll, which introduced the new gaming aspect with runes. However, I am talking less about puzzles, and more about introducing new PC skills and abilities specific to that mega-dungeon, which the player becomes involved with for their PC to enable them to succeed. Couple this new (and I hope exciting experience) with a mega-sized dungeon to explore, and I hope I have a winning formula to keep the player interested to see the task through.

MEGA INSPIRATION

I won't deny (and have admitted in the past) that I am heavily inspired by such works as the System Shock series (Bioshock series in later years), and to which I will now quickly add the Ultima Underworld series. Therefore, do not be surprised in you recognise certain aspects of those games in the new ideas and concepts I hope to introduce and use in my mega-dungeons moving forward.

In all fairness to myself, I believe I am simply taking various game mechanics ideas but using my plot to make them work in a D&D environment. However, I am grateful to the designers of these games who have helped bring a fresh feel to all mega-dungeons since their first inception!

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