Categories: Reviews

A Sample Dungeon

Billman
Novis Ludis
OSE
Levels 2-3

The monks who used to live in the Monastery of the Unknown Path followed the teachings of Vyncis, a charismatic philosopher-cleric of Fharlanghn who founded the monastery centuries ago. Vyncis was a devout, somewhat militant and disciplined acolyte with a unique philosophy of how to honor their god. Essentially, Vyncisian monks were devotees of Fharlanghn who actively and persistently tested the skills needed to truly follow unknown and potentially dangerous paths, as directed by their deity

This fifteen page adventure uses seven pages to describe about forty rooms on two pages of the 1e DMG sample dungeon. It does not live up to the gygax sample rooms, padding boring room entries. The lessons of the sample rooms are lost here.

Yes, this is Yet Another attempt at the sample dungeon in the 1e DMG. It does appear to have a significant hold over gamers. Or, at least, gamers of a certain age. I guess ol Skull Mountain had quite a bit less impact on folks; sorry Domed City, no one loves you! Anyway, this is yet another attempt at the Sample Dungeon. It uses a fucked up format.

Basically you get a little room description (more on that later) and then some section headings. Monster. Treasure. Trick/Trap. Two monsters in the room? Then you get two Monster headings. The problem with this, at least how its implemented here, is the severe disconnect between the room description and the other sections. The description might just be of, say, idk, a throne room. And maybe a relatively long description, at that. And then the monster section tells us that there are 123 guards in platemail and a 33rd level fighter on the throne. And then maybe the trap section tells us that there is a giant chasm across the middle of the room. There’s no integration of the room description and the other objects in the room. I like to talk sometimes about the most important things appearing first in a room description. If the door to the room has some special quality, like it it made of obvious gold or is an obvious trap, then that should come first in the room description, not last. It’s the first thing you are going to need when running the room. Likewise if the small room has an ancient red dragon in it then you probably want to say that up front in the room description. It’s the first thing that the party is going to notice/see when they open the door. When you dump this important shit, like a monster or an obvious treasure, down low in the description then you’re making the DM work A LOT hard. “Oh, yeah, uh, I know you said you entered the room, but, also, there’s a ancient red dragon in the room …” Or, you have to read the ENTIRE room description before integrating the entire thing in to your head and then rephrasing it to describe to the party. No. What a good description doe is integrate things so that the DM can run the room, with an initial description, almost immediately. Then, as the party is mulling things over the DM can read further in to the room description. There is no way in fucking hell I am running a game in which I have to take a minute or two to read a room description and pause the game while doing so before the party gets a chance to act. This is NOT a trivial amount of time, to read and grok and rephrase an entire room description, put together in your head. It’s fucking boring while the DM does it. It’s part of a boring game.

And the room descriptions here are not real solid. Let us look at this gem: “Approaching the door is enough to hear a haunting, moaning sound that rises and falls in an irregular way. The goblins forbade the bandits from entering this room because they feared the moaning sound was a ghost, and the goblins did not want the ghost disturbed.” That’s great. It tells us almost the fuck nothing about the room. It’s long, full of backstory, it’s awkwardly worded and padded out. And all it tell us, in terms of gameable content, is that there is a moaning sound coming from the door. What are you doing man? What value does this add?  “the hobgoblin corpse was part of Lurantu’s gang (see areas 35-38) who went off exploring on his own, got mortally wounded by the ghouls, and managed to escape here before dying of his wounds.” NO ONE CARES ABOUT THIS!!!!! It doesn’t add anything at all to the game! And the room descriptions are full of this shit. It distracts. It’s a waste. The designer focused on this instead of a real, gameable, room description. And when were not getting backstory then were getting something like “The tomb of a former abbot of the monastery is in the small 10×10 room down a tight, 5’ wide hallway” That’s your room description. That’s it. Exciting for the tomb of the former abbott, eh? And, then, sometimes, the cross-references are off. In one room you can turn things white colored, bleaching them out. And the cross-reference tells us this could be useful for room 29. Except, the way to get in to room 29 is in the description for room 28. This is pretty obvious stuff. This is why we have external editors or playtesters who are not the designer. The designer knows what is going on because they created it. The rest of us have to rely on what the designer typed up to help us understand it. There’s not really an evocative description in the entire thing. 

Finally, a note about the room design. There is, I think, a notable difference between the gygax rooms and the rest of the rooms. There is a tendency, in dungeons, to put one thing in each room. This is the thing that this room holds. We can contrast this with rooms that have multiple things going on in them, a far far more interesting way to develop and present a room for play. And we can see a couple of examples of this in the first couple of rooms that gygax presents here. In room one we have those spiderwebs in it. And the spiders in the webs. And then tha bags in the room. And the yellow mold on the bags. The treasure, and then a stuck secret door that has swelled. Multiple elements in the room. Lots ot explore and discover, all in one room, without it feeling like it is empty room. And the descriptions for the rooms, presented by gygax in the sample dungeon, follow on to this. Multiple things in the room, and yet the rooms feeling natural. As opposed to most of the rest of the dungeon presented here, or in most products.

This is Pay What You Want at DriveThru, with a suggested price of $1. There’s no preview, but, it’s PWYW, so, you know … I might also note that there is no level description present on the cover or marketing  …

https://www.drivethrurpg.com/en/product/493535/a-sample-dungeon?1892600

Bryce Lynch

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