[RPG] How to make theater-of-the-mind dungeon-crawling/location exploration fun and engaging

dungeondungeons-and-dragonsexplorationnumeneratheatre-of-the-mind

I've been struggling with making exploration of locations/dungeon crawls engaging for the players. This is occurring for me in several systems including D&D 3.5e, D&D 5e, and Numenera.

I've tried a few things:

  • "And then you enter another room with X, Y, and Z" provides no choices, even if stuff in the rooms is interesting.
  • "You see two doors ahead of you" provides no meaningful choices.
  • "You met an NPC who outlines areas of interest in the dungeon which are X, Y, and Z" provide some semblance of choice, but ultimately I'm not sure how to make choice matter.

I think I'm missing the core concept of what makes exploring a place fun.

Best Answer

Exploring is fun!

For me, dungeon crawling is not about choices, it is about thriller, mystery, and discovering new stuff.

It is not about choosing between Door A or Door B for a goat or a car, it is about finding out what is behind each and every door. Ultimately, I will open all doors, whatever the order I choose.

Simply stating

There is a long corridor in front of you. It is unusually quiet, you do not see any foot steps or presence of life.

is already thrilling. Is there a trap in the corridor? Is a really challenging monster waiting for them in the end? Should we go back to the village and live happily as farmers? ME IS SCAR'D.

Note that this description contains no choices at all, except for whether they want to keep going or not.

So, to emphasize, for me, dungeon crawling is less about the choices I make, and more about what treasures will I find? What monsters will I defeat? What level will I be when I clear this?

So, overall, the problem I see with your description is not that they provide no choice, but rather that they are... too plain. "You see an empty room with two doors." is, indeed, a MEH description, and I would simply go with it and say "Sure I open the right one" with 10% less interest than before.

If, on the other hand, you describe something along Nuclear Wang's suggestions, it may be more interesting. Even if it is ultimately meaningless, create suspense and excitement. One door is worn out, with some holes on it, is that an arrow? oh, the other door is shiny and perfectly safe. Wait, is that door a mimic? Oh that explains it.

Exciting choices

Sometimes, the choice matters, however, and decision making is important and thrilling. An example from my favorite controversial 5e adventure - Curse of Strahd. SPOILERS FROM THE DEATH HOUSE BELOW.

In an underground dungeon, in the Death House, the characters find a room with a Statue depicting Strahd himself, with an Orb in one hand and petting a Wolf in the other hand.

Every time, my players instantly enter the dilemma: SHOULD WE TOUCH IT? - note that a lot of tension has already been built up in the adventure so far, with many things that they touch becoming Animated Armors or Mimics and trying to kill them, or summoning ghosts enraged by them touching their belongings.

As the adventure teaches, not touching is actually the right choice. If they touch the statue or get the Orb, they will summon five Shadows that will proceed to attack and possibly kill them.

However, until they try something, they do not know what is going to happen. Are we going to die? Is it going to trigger a trap? Or is it going to open a secret door with a mountain of treasures? Should we risk it even though we have depleted half of our resources already, or should we leave it alone?

Give them constant findings, good or bad

So, previous sections said, this is what I will usually do: most rooms have something. Not necessarily a combat, and not necessarily a treasure, but something. Maybe just an almost harmless trap, maybe a small token of reward (small amounts of gold or that one potion of healing they were eager for after a tough combat), maybe a jump scare (A SKELETON SHOWS UP AT YOUR FACE. AAAAAAAAAA. Oh, nevermind, it is just a dead, regular skeleton. False alarm.)

Particularly in (modern) D&D, Dungeon Crawling is mostly about combats and treasures, and I know this holds for many other systems. So, if you go dungeon crawling, you are probably expecting a whole bunch of combats, and a whole bunch of rewards. For many people, that is actually the fun part, not the doors you chose until you arrived at Smaug's lair.