Like everyone in the online TTRPG space right now, I'm embarking on the #Dungeon23 challenge. As originally proposed by Sean McCoy, the challenge says to create a megadungeon by plotting one room a day for a whole year, ending with a 365-room monstrosity to inflict on your hapless players. While Sean's advice is to focus on making one room per day without worrying too much about a grand plan, I had some quiet time over the holidays and can't stop the grand plans from coming even if I wanted to. Rather than fight myself, I'm going into this with a bit of a roadmap sketched out:
First, as soon as I saw the Dungeon23 challenge, my mind went to "make one 5-room dungeon per week." I rely heavily on the 5-room dungeon format for my drop-in store games - they're a reliable way to get a satisfying adventure crammed into a 3-hour session with people who may or may not have played together before. In brief, the 5-room dungeon format says to make a dungeon with five rooms (shocking), where each room satisfies one of the following purposes/themes:
- Entrance and guardian
- Puzzle or role-playing opportunity
- Red herring or optional content
- Climactic encounter
- Twist or payoff
This provides a nice variety of encounters and lets each session feel like it's achieved something, which is essential for drop-in games (where someone might only be playing that one evening) but also nice to have in a longer game as well.
Second, I've always wondered what would happen if a megadungeon was itself made up of connected 5-room dungeons, each with several paths leading between them to "break" the structure a little bit. Each dungeon should be thematically distinct from the others, giving players a sense of where each dungeon is. This is important for player-driven goal-setting: if their goal is to find the ghost haunting the Glistermarsh, it's important for them to know (or be able to discover) where the Glistermarsh is and isn't. However, having a bunch of interconnected areas also means that if the players have previously cleared the Mallow Groves, they can use that as a safe-ish retreat and shortcut in and out of the adjacent Glistermarsh.
With those two goals in mind, here is my modified Dungeon23 plan for 2023:
- Each week, create a 5-room dungeon, one room per day
- On the two extra days, work on some overarching connection elements (fleshing out a faction hinted at by that week's dungeon, working on some secrets the party can discover, etc.).
- As needed, use a random dungeon generator to create the larger dungeon map and partition it up into discrete 5-room dungeons
Dungeon Level 1
With all that preamble out of the way, here's the current (messy) draft of the first dungeon level, partitioned up into eight 5-room dungeons to get me through January and February
If you can't read my annotations for some reason, the first eight dungeons are:
- False Priory
- Nowhere Market
- The Mistfall
- Glistermarsh
- Mallow Grove
- Pumice Rapids
- The Bubble Mill
- Deepcrossing
At this stage, those are little more than evocative titles, but in the weeks to come, they'll each become a proper 5-room dungeon, and we can start to uncover the hidden secrets of this place.
Happy New Year, and happy delving!
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