Showing posts with label improvisation. Show all posts
Showing posts with label improvisation. Show all posts

2/16/14

Design It To Run: How I Am Designing & Running the Montporte Dungeon

We are closing in on Session 30 of the Montporte Dungeon Campaign and I feel like I can now speak with a bit of experience about designing and running a megadungeon. Back in the 1970s, I started with a dungeon-only campaign as my Holmes D&D set came with dungeon geomorphs, rather than a module. None of my fellow gamers owned modules, just lots of graph paper. So running a dungeon was our default. But that was a long time ago and I hadn't really attempted to run a megadungeon since.

What follows is descriptive, not prescriptive. I am attempting to describe how I am designing and running a dungeon, not how you should do it. Most weeks, I am scrambling to get ready for game night in between family, work, and my music obligations. So with those caveats, here is my approach:

Campaign Mindset: From the start, my mindset has been to run it as a campaign setting and not an adventure module on steroids (which is how most published megadungeons appear to me). Rather than focus on rooms, I focus on areas, peoples, etc and then fill in the details as needed (or as I have time), just as if I were running a typical non-dungeon campaign.

My Dungeon: The Montporte Megadungeon is designed by me for me to run. And I run it with people I know. I am not creating something for publication or something to even post on my blog for others. It is very specific to me and our Monday Night Gaming Group. I don't feel like I have an audience of gamers/consumers to please, just a group of friends to entertain.

As Needed: I only create the dungeon a little in advance of where the players might go. At the beginning, this meant a fair amount of mapping. But now, not so much. There are several reasons I do this: (1) I don't have the time or energy to create a 20 level dungeon all at once; (2) I don't always know what will catch the players' interest and I would rather have things be more open-ended and flexible; and (3) Inspiration comes to me slowly and if I try to do too much at once, the dungeon turns out bland. I need to give myself time to let ideas germinate.

Mapping Part 1: Fortunately, I love to draw dungeon maps. Unfortunately, we are playing online with a VTT (our group uses either Roll20 or Fantasy Grounds, depending on the GM...I opted to use Roll20). This means that I could either draw maps by hand, scan them, and upload them...or create maps digitally. I opted to create them digital in AutoREALM, which is a slower process for me, but it cuts out the conversion process.

Mapping Part 2: I usually start my mapping process of a level by creating a 5x5 grid in Publisher. Each square in the grid is 10", which means I use the custom setting to create a 52" x 52" page (allowing for 1" margins). I then place a text box in each grid, describing in as little detail as I can, what is in each square. In dungeon terms, each square represents 300" x 300", the same sized used in Stonehell. I then, as I need to, create the detailed 300' x 300' maps in AutoREALM, with a 5'/square scale. I convert it a JPEG and--Presto!--I have my map for Roll20. I can also drop the JPEG file into my Publisher grid and create level map, which can also easily be converted to JPEGs. By using blackened rectangles to cover unexplored areas, I can create overview maps for the players like the one below (it takes about 15 minutes):
Level 1, From the Players' Perspective
Seeds: I try to drop adventure or plot seeds into the campaign as we play (from this blog post by Michael Curtis {The Society of Torch, Pole, and Rope}). It is up to the players to decide what to do with them. This only works for me if I do not plan details too far ahead. I have had to let go of my inner-world builder's conceit of "this place exists whether or not a PC ever sees it." It should feel that way to the players, but that is not how I am operating behind the scenes.

Tropes Part 1 ("the lack thereof"): For the most part, I have avoided the OSR cliches and tropes--random tables, lots of slash and grab sessions, and traps for the purposes of having traps. It is not that I have a philosophical or ideological reason to avoid them. My reasoning is more pragmatic: It takes a surprising amount of time to create a random encounter table that might only be used 1 or 2 times. It is easier to just create the encounter than to create the table to generate it.

Tropes Part 2 (my trope): My one conceptual trope has been the computer game, Myst. I am not trying to recreate Myst as we play, but I like the idea of using interlocking clues and details so that the players gradually piece together the multiple back stories of the dungeon. There are a few chatty NPCs in the dungeon, plus lots of scrolls and documents. In fact, every encounter is a clue to the dungeon. Not all clues are earth shattering, but they all pile on one another to paint a picture and tell the story of the dungeon.

Improvisation and Planning: I only occasionally use set-piece encounters that are tied to specific physical locations within the dungeon. They are there, but there are not a lot of them. I do, however, improvise a lot. For a lot of people, improvisation implies a lack of planning or forethought, kind of like "winging it." As a musician, improvisation means something different to me. Improvisation means creating responding to others as you play, but it still requires as much planning, forethought, etc. I spend a considerable about of time planning for each session, but I look at options the players have in front of them and how they might respond, rather than planning specific encounters ahead of time. I am not sure if this makes sense to you, the reader, but I have found it to be my style of GMing...at least most of the time.

Rationalization and Logic: The Montporte Dungeon has a series of backstories that provide an inner logic for myself and the players. However, it only works when we (our group) let go of (1) the question of why a big multi-layer hole in the ground would be there in the first place; and (2) previous preconceptions about megadungeon play (this has been a bit of a struggle as the cliches of dungeon play haunted us when we started).

Inspiration: I read a lot--close to a book a week--and while I do not plan my reading around gaming, I often read things that end up in the dungeon. A recent example are the small bottles of impossibly cold water (why did it not turn to ice?) found in Session 22. These were inspired by So Cold the River, a novel by Michael Koryta. My days with the Appendix N types of literature are mostly in the past, but I am finding inspiration in unlikely sources. This has proven to be a benefit as some of the guys in our gaming group have way more gaming stuff than me. I have thus far avoided the dreaded "You pulled this from B1, didn't you?" or "Hey, this sounds like Dragon #135."

Further Reading: John Arendt (Dreams in the Lich House) recently published two posts on megadungeons that present an interesting point and counterpoint: You Will Never Finish That Dungeon and From an Alternate Universe. I found them interesting and helpful. For me, Michael Curtis' (The Society of Torch, Pole, and Rope) post, With New Old Eyes, is my "go to" reading for running a megadungeon. Peter D (Dungeon Fantastic) wrote an excellent post, Megadungeon Play Reflections-The Immediate and the Cumulative, that lives up to "Fantastic" moniker. I have previously tried to capture a bit of my own thinking on designing and running megadungeons: Five Paths For Dungeon Design and Creating Meaningful Choices in a Dungeon-Centered Campaign.

3/7/13

The GM/DM Gig: Preparation and Improvisation

Miles
Playing the role of GM/DM feels very much like playing live music. I have to put in the time practicing--whether it is bass, guitar, or mandolin. Scales, runs, chords, melodies and grooves. Plus working on actual songs. Sometimes fun. Sometimes toil and grunt work. That is the prep work.

The payoff is the live performance with other musicians. Being able to play off my bandmates--improvising-- while performing a song for the audience. Pure gold. But improvising, the making-it-up-as-we-go, only works when I have put in the hours of prep.

That is how it is for me when I am running a gaming session. How does it all work for you when you are in the GM/DM seat?