Two Theme Dungeons - Quick Thematic Dungeon Design
Introduction
I struggle with making dungeons. Hexes are pretty simple (Even simpler with my Hex Stocking Procedure :P) but dungeons have always been difficult to me, primarily for two reasons:
- Consistency of Theme: I have a tendency to throw whatever I think of into dungeons, which is fine until Iām trying to evoke or capture a specific feeling or theme, in which case they become chaotic and rushed.
- Variety of content: when I can nail a theme, it feels like I can only write one or two rooms before everything becomes stale.
So I decided to sit down and try and come up with a method to make content for rooms in a way that kept a consistent theme. I tried to build upon my hex stocking procedure so as to create a parallel between overland travel and dungeon exploration, but thatās more for my own personal tastes than any best practice.
While I donāt think this will be hard to read if you havenāt, your reading experience will be enhanced if youāve skimmed my hex stocking procedure post.
Themes
While Iām very partial to Four Theme Tables, I think that for smaller dungeons four themes is a bit too much. So weāll go with two themes and a modifier (more on that in a bit!)
The themes probably work better when theyāre in conflict to one another, or at least when they contrast one another. This creates places where there are markedly different things to interact with.
A modifier is what Iām calling some sort of quality that can be added or taken away from something (namely, our themes). Something like āErosionā or āCollapseā might work well, while something like āTimeā might be a bit too broad.
For simplicityās sake, weāll say that each modifier can have three modes, or intensities, ranging from minor to severe. Using āErosionā as our modifier, weād have one place that was minimally eroded, one that was mildly eroded, and one that was severely eroded.
Combining Themes and Creating Rooms
Letās do some room creation! Iām currently working on a module called At the Base of Blue Mountain, and one of the dungeons is meant to take place in this large field that has craters and the ruins of old structures in it. The catch is that thereās a flying monster that attacks anyone who it can see from its tower full of valuables at the center of the field and your usual creepy crawlies that move into abandoned spaces are big and monstrous.
Iāve struggled with writing the rooms for it for a bit now, so to speed along the process weāll use this procedure. One theme should probably be āDisasterā and the other one ought to be āRediscoveryā since there have been other folks before our hypothetical adventurers whoāve come here in the right now. The modifier will be āNatureā to represent the creepy crawlies and general reclamation of the area after the disaster.
Now that weāve got all that filled out, we can list each theme alongside each modifier and its intensities:
- Disaster, Nature Minimal
- Disaster, Nature Mild
- Disaster, Nature Severe
- Rediscovery, Nature Minimal
- Rediscovery, Nature Mild
- Rediscovery, Nature Severe
If you wanted, you could at this point apply some random stocking procedures for the contents of this room to further differentiate these. Weāll do the B/X one in keeping with the OSR lingua franca1. that gives us:
- Disaster, Nature Minimal (Trap)
- Disaster, Nature Mild (Empty)
- Disaster, Nature Severe (Empty)
- Rediscovery, Nature Minimal (Empty)
- Rediscovery, Nature Mild (Special)
- Rediscovery, Nature Severe (Monster)
We can massage these themes until they become something that fits the world/aesthetic weāre going for. Hereās a quick stab at the content for these 6 rooms:
- A canopic jar that miraculously survived through the ages here, beneath the remains of an archway. The pickled organs inside of the jar have rotted and become toxic; opening the jar spews fumes throughout the room. Below the organs in the jar is a large golden coin depicting a bearded old man in robes.
- What was once the basement of a house now seems to have been overrun by vines and kudzu; itās difficult to move through and has a 2-in-6 chance of tripping anyone running.
- A cluster of shrbus stubbornly grows in the center of this crater; wild radishes and other tubers radiate outwards from the bush.
- An adventurerās cache, lodged between broken foundation stones. Itās contents along with the bag itself are horribly ravaged and torn to shreds.
- The corpse of a person of wizardly report, vines and kudzu wrapped around his ankles and forearms. Touching him grants a person Entangle once per day, but they cannot go more than 24 hours without exposure to sunlight.
- A recent campsite, ransacked and ravaged. The perpetrator, a starving Gullywug, waits in ambush in the vines which stretch across the ceiling.
But this is only 6 rooms! What if we wanted more?
One option is to bring in other themes, which is fine but might lead to more varied content. Another option would be to add another modifier. If you did this and then paired each theme with both modifiers (i.e. Theme A, Modifier 1, Modifier 2), youād end up with 18 combinations, which is a bit bigger than what youād normally expect from a dungeon.
Another option is to use a faction instead of a modifier, which could pair nicely with the two modifier system above and create areas of conflict and strong control between the two factions.
You might also use a monster as a modifier, especially when youāre making a lair or other monster den, although those donāt normally get fleshed out as much in my games.
Roll a d6; 1-2: Empty, 3-4: Monster, 5: Special, 6: Trap.↩