Tuesday, 4 February 2025

The Dungeon Architect Part I: The Interesting Dungeon

(White Dwarf #25)

Roger Musson argues that NPCs and their plots are the key to creating an interesting and fun dungeon.


What’s it about?

Musson critiques the “randomly generated dungeon,” where encounters are assembled without thought or flavor, resulting in a dull, procedural experience. While this might seem like a straw-man argument, I’ve played in dungeons like this, so the criticism holds weight.

 

He compares D&D not to a game but to a pastime like fishing: while the objective may be to catch fish—or gain treasure—the true goal is to enjoy the experience. Rules, treasure, and dice alone aren’t enough; creative play is essential.


For time-pressed DMs, Musson presents the dungeon as a reliable fallback but insists it should be treated like a novel, with characters and plots driving the experience. A compelling dungeon starts with a strong cast of NPCs who are as dynamic and active as the players. Their plans and actions generate interest, and the interplay between NPC goals and player decisions creates the best moments of gameplay.


Musson categorizes NPCs into four groups: the creators of, or reason for, the dungeon, its inhabitants - why are they there, how do they survive, notable figures in nearby areas - how do they tie to the dungeon, and rival adventurers. Each group is given a series of questions to help tease out dungeon related content. These characters provide context, drive plots, and make the dungeon feel alive. The success of a dungeon, he argues, is how many interesting characters it has, it's all about plans and plots.


Is this a keeper?

Yes, though it’s not making my “best of” list yet. The focus on NPC-driven design offers a fresh perspective when contrasted with procedural dungeons. While I’ve played plenty of adventures where NPCs weren’t central and enjoyed them, I see Musson’s point. I’ll need to reflect more on how this fits into my own approach.

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