[RPG] How to avoid static dungeons

dungeon-designgm-techniques

With many published adventures from different systems, and also with adventures I myself have created for my groups, I noticed that the dungeons in them feel static. You have 1 room with beasts that prey on anyone who enters by falling from above. Another room with wolves and a third one with a lone kobold.

And almost regardless what the players do, it is expected that none of the other inhabitants of the dungeons react to what happens around them… or only very very few of them (in the above case the kobold).

Now, I have thought quite a lot on how I could manage it to get the dungeon to feel less static in these regards. But the sad part is with most systems I got a problem in regards to power levels.

If we take the above example as example (it's from a pathfinder adventure). If the players sneak through the dungeon and then encounter the beasts on the ceiling and fight with them…naturally they make quite a noise. If I now let the wolves and the kobold attack them (those are allies with each other), the players are as good as dead as the encounter would go from a normal one to an impossible one for them. At the same time, if I let only 1 wolf enter the fray the wolf encounter becomes too easy.

So thinking more and more about it I found, that making a dungeon feel less static is quite…hard. Especially in systems that have levels.

Now my question is: Are there any commonly used methods, or ways to make dungeons feel less static or avoid the staticness altogether?

Best Answer

It's not only difficult from a design point-of-view, it can also be unrealistic! How are bandits, owlbears, and a hag all living in harmony in neighbouring caverns?

Here are a couple of ideas. By no means is it meant to be an exhaustive list.

Keep 'em Separated

One simple solution is to add distance. Dungeons can be huge. If the swamp monster is a 15-minute walk away from the goblin lair, through meandering tunnels, there's very little risk of one responding to noises from the other.

The downside to this approach is that it makes mapping a little less convenient: it becomes harder to fit the whole dungeon on the one battle-map-grid. There will be large "buffer zones" needed.

Embrace the Interactions

Another solution is to embrace the way dungeon inhabitants react and design with that in mind. I've seen this adopted on the smaller scale (one room might notify another) and the larger scale (the whole dungeon might become alert).

Speaking to the larger scale, in a recent session I set up a small fort with guards stationed around the place. In a worst-case scenario -- where the guards could co-ordinate -- the PCs would be badly outmatched. I left it up to the players to figure out how they could divide and conquer the place.

I tried not to make the place air-tight: there were opportunities to sneak, bluff, or magic around threats. And I tried to roughly guess what the PCs might do in an attempt to make likely encounters balanced for party size and level.

This is less predictable, than the single-room-with-a-monster. And it also doesn't suit all types of dungeon: it's best for intelligent, co-operating creatures.