I have more to do with modular dungeons and stencils but I want to take a little detour to think about what a dungeon location that changes based on certain rules might look like. This seems risky because a) the rules might be hard for players to discover, and b) it might be really frustrating. Let's see what we come up with anyway.
Okay, imagine a dungeon with set dimensions, maybe a page of graph paper or so that changes depending on the answer to certain logic statements. Now we aren't randomly generating a dungeon here; if you make sure the same statements are triggered the dungeon should be exactly the same each time. What do I mean? How about, If a cleric is in the party then the Altar room will appear. Or, if there are more than 2 in a party the stairs to the second level appear.
Who would build such a place? I'm not sure, it might depend on what rules you set. In some ways it seems very chaotic-- the shape of the dungeon shifting constantly-- but in others it is the definition of Law-- when these strictures are met the dungeon will always be a certain layout.
This reminds me of
Vows, and those could be the rules that are involved, for example if no blood is shed in the dungeon then a fountain will appear. But it also reminds me of fairy tales: On nights of a full moon there is a city in the bottom of the lake. Actually the fairy tale route might be a good way to go because by telling players some of these rules ahead of time you might avoid our problems a and b above. And that would make it more vow-like, because players would know what the rules were and hopefully they would be challenging or amusing rules to try and not break. Hmm, yeah not very different from that oaths and vows post after all. But what about coming from the other direction? What dungeon features might be interesting to pop in and out of existence.
- Access. In one example above I used stairs. Doors, bridges, hatches, ladders, stairways to heaven, haha.
- Resource areas: altars, fountains, mushroom fields,
- Geological features: geysers, waterfalls, springs, rivers, pools, stalactites/mites
Hmm, this is seeming more local than I first imagined, but sort of like the
invisible dungeon maybe this would be better in small doses. It makes sense, that if rule knowledge is a potential problem for players you would want to limit the number of rules. So instead of a whole dungeon that shifts around because of a variety of rules you have a relatively normal dungeon with a very special feature affected by some fairy tale like rule-- "the seven pools will only appear on moonlit nights when a virgin is near."
But maybe we're shutting down possibilities too early, let's backtrack and think of more, non-vow-like things that could trigger dungeon statements:
- I mentioned party #, party make-up, level, gender/age mixture, cultural/ethnic (only a true Women of the West will see the door)
- party gear- if they have magic items, familiars, relics
- time of year, season, weather, day/night, moon cycle
- Whether party uses light, is noisy, camps, eats/drinks in the dungeon
- Multiple visits-- whoa, that's a whole new idea-- the dungeon that shifts somehow with each visit
Now I'm reminded of the idea of "your true heart's desire" from fantasy. A warrior sees a glorious battle, a mage is met with a vast library. I could be very dream-like or heaven-like, in that it shifts based on who is there to experience it. I especially like that idea for a solo adventure. Imagine a hard to reach tower that players can quest to/enter when they are the only ones to show up on game night, but what is in it differs depending on who it is. This might be strictly based on class or alignment tendencies, but if you wanted to get a little fancier, you could shape it to what you know about your player-- If Jane like puzzles and everyone else in the group hates them, it's a puzzle tower. If Bob likes combat, he's like Bruce Lee in the Tower of Death.
What about contexts outside the gameworld itself? This would be harder to trigger with busy schedules and such, but you might have a dungeon that only has certain features if you go there on the real Halloween. Or, visit the dungeon on your birthday and the birthday fountain is there, or hah, the Flagon Wagon, travelling brew pub and eatery. But now I'm drifting more into events than structures (like Santa Claus showing up in Narnia).
Back to how the dungeon might change. I realize I focused above on what could be true or not, but what about continuums? These also might change in the dungeon based on certain rules:
- ceiling height
- light level
- temperature
- water depth
- room dimensions
- creature population densities
- wind intensity
- sound/smell
Anyway, what do you think? Have you shifted a dungeon on rules before? What shifts might interest you as a player?