Tag Archives: 13th Age

Turns and Turn Order Are the Worst, so Why Do Roleplaying Games Make Us Spend So Much Time Deliberating Them?

What rates as the most exciting phrase spoken in a Dungeons & Dragons game? “Roll for initiative.” What rates as the most unwelcome task? After those three words, the minutes of bookkeeping required to set the initiative order. Instead of riding the excitement of an attack, the chore drains the energy from the game.

Rather than seeking ways to minimize this delay, the 2024 D&D design team extended it. Just about every 2024 game includes a character with the Alert feat, which postpones the start of each fight with another minute of talk about who wants to swap initiative. In a wild west shootout, Black Bart reaches for his revolver, his gang raises weapons, and then the heroes take a time out to discuss who should have the quickest draw today.

To avoid stalling games just as a fight begins, some DMs have players roll initiative for the next encounter at the end of each encounter, but the Alert feat hampers this trick.

To be fair, some gamers do enjoy wringing every advantage from initiative order, but most players just want the action to start. Often, the decision of who goes next hardly matters. That can prolong the discussion as everyone politely offers the initiative to anyone else.

The trouble with talking about who goes next

The Alert feat highlights two problems with encouraging discussion about who goes next.

  • The extra deliberation slows play when the game should give a sense of fast action.
  • Talking about who goes next distracts from the game world to spotlight turn order—one of the most awkward abstractions in any RPG.

Aside from the effects of injury and the notion that everyone easily rests while spending eight hours sleeping on cold stone in a murder hole, turns rate as most unrealistic thing in D&D. The weirdness goes way deeper than how the game stops time for a discussion of who has the fastest draw today.

Turns knot time in ridiculous ways

In six seconds of actual fighting, everyone acts at the same time. But in a D&D round, turns serve as a simple but unrealistic way to make sense of six seconds. The compromise knots time in ridiculous ways. The last creature to take a turn in a round ostensibly acts in the same six seconds as the first, but typically many creatures have moved. With fifth edition’s six-second rounds, one character can end their six-second turn next to a character about to start their turn and therefore six seconds in the past. If they pass a relay baton, the baton jumps six seconds back in time. If enough characters share the same six seconds running with the baton, the object outraces a jet. Want to get the most from a Wand of Magic Missiles? Just pass it between party members and let everyone fire during the same round. Turn a Horn of Blasting into a six-second barrage!

Games like early versions of D&D, Shadowdark, and Shadow of the Weird Wizard all lack a Ready action. This simplicity exposes another awkward problem with turns: Combatants normally stay frozen in time until their turn arrives. D&D’s Blink spell only brings an advantage because foes are usually not ready to interrupt the blinker’s turn. In a chase, the distance between creatures yo-yos by 60-some feet as everyone trades turns.

Players most often exploit this unreal situation by only emerging from total cover during their turns. Imagine the party must cross a field scattered with boulders to reach a wall protected by 100 archers. In a game without a Ready action, the party can move out in plain sight, and as long as everyone ends their turn in total cover behind a boulder, then they can cross without the archers ever getting a shot. Sure, game masters can improvise a way to bring common sense, but the rules as written still fail.

Adding complexity to simulate simultaneous turns

When fourth edition D&D introduced the Ready action, D&D gained a formal rule that closed this loophole. Ready actions made turns knottier and the game more complicated, but they proved essential.

To add some of sense of turns being simultaneous, Advanced Dungeons & Dragons had people declare their actions at the start of a turn, move first, and then attack. Based on this big picture, DMs might rule that characters couldn’t reuse the same magic item during a turn, and also rule that the archers could attack when the party broke cover. But declaring actions proved cumbersome and often the changing battlefield invalidated the players’ intentions. Third edition lead designer Jonathan Tweet explains, “Eventually what you ended up doing is you had to tell the DM what you were doing every round twice.” Many tables ignored the process. Nonetheless, on the 2014 Dungeon Master’s Guide presents declaring actions as an optional initiative variant (p.270).

Who goes next

For the awkward necessity of turns to function, games need rules about who goes first and who goes next. D&D started simple. The group with the highest roll on a d6 went first. But soon these rules became complicated. First to account for things like weapon size in the name of realism, and in recent years, to emphasize tactical options or storytelling.

Modern games typically decide who goes next using one of two broad approaches:

  • Player-driven turn order. Games like Draw Steel, Daggerheart, and even original D&D let players decide who among the party goes next, so players can decide on the strongest order of actions. This encourages teamwork.
  • Cyclic turn order. Games like fifth edition D&D and Shadowdark set a turn order, and then cycle through the same order throughout the battle. This approach avoids weighing combat with ongoing decisions about who goes next, so combat moves quicker.

Side initiative

The idea of allowing players to decide the order PCs take action dates to original D&D.

Original D&D used side initiative where each group of allies took their turns together. While the player’s side has initiative, they decided how to order their character’s turns. Side initiative features the simplicity of nothing to track except who has already acted. And since players set the order for their side, they could orchestrate action combinations.

Games like Shadow of the Weird Wizard and the Cosmere Roleplaying Game use a variant of side initiative where the monsters always go first, but where players can spend one of their actions to go before the monsters. This skips an initiative roll and gives players control over when they act. The method starts each round with an engaging decision over whether to go first or to hold back and do more.

The best feature of side initiative is subtle. Side initiative (with help from early D&D’s lack of opportunity attacks) made running away from a fight much easier. When a side started their turn, they gained a chance to plan and execute an orderly retreat without any enemies interfering until everyone acted. Unlike modern D&D, where DMs typically serve fights contrived to ensure players win, early D&D’s random monsters often landed groups in deadly fights where running was the winning strategy.

To recapture some of the original game’s speed and simplicity, the fifth edition design team considered side initiative, but especially at low levels, the side that acted first gained a deadly advantage. Low level characters lack enough hit points to survive an entire round of enemy attacks. At higher levels, side initiative can turn still battles into one-sided romps when powerful spells shut down foes and attack combinations pile damage. Sure, an occasional batch of high initiative rolls can bring the same swings, but not consistently. (Side initiative appears as a variant on page 270 of the 2014 DMG.)

Players decide who goes next

Modern games with player-driven initiative typically give game masters rules for when the monsters can intrude on the turn order. So, in Daggerheart, the monsters take a turn after a player rolls with Fear. In Draw Steel, a monster goes after each player. Either way, these methods improve on side initiative by avoiding one-sided victories won because an entire side took their turns before their foes made a single action.

When players choose when characters take turns, they can make teamwork into a fun advantage where PCs get to flaunt their strengths. The caster can fireball before any allies rush into melee. The tank can rush to block charging monsters and give the rogue an opening to sneak attack. The healer can deliver a cure just in time to keep everyone fighting.

Player-driven turn orders can also foster the sort of dramatic moments common in cinema. Countless action movies set up a situation where the villain prepares a killing blow, and then gets shot when hero’s unseen ally suddenly appears. The situation counts as cliché, but we love it anyway. Systems where players can jump into initiative at any moment promote similar dramatic reversals.

Cinematic, player-driven turn order

Daggerheart takes player-driven turn order further by letting players choose to allow one PC to take multiple turns in a row. This enables the sort of sequencing common in movie battles where multiple combatants like the Avengers face off with multiple foes. The editing highlights one hero trading blows with an enemy, showing the upward beats that make for heroic moments and building tension whenever evil gains an edge (when the player rolls with Fear and the villain acts). Scenes like this rarely cut from character to character with each attack; they keep focus on a single hero until a dramatic moment prompts a cut away.

Of course, Daggerheart still plays as a game, so the optimal strategy in a fight may be to let your side’s best attacker take all the turns and make all the attacks while everyone else stands around and poses. I’ve seen movie fights like that too.

When I played fights in Daggerheart, my characters would sometimes chase foes to the edges of the map, finish them, and wind up too far away from the rest of the fight for me to feel good about asking someone to give up attacks just so I could move back. Unlike in a movie, nothing happens off camera.

Analyzing turn orders to create a narrative feels more like the judgments filmmakers make in an editing bay than like the split-second choices fighters make in combat. Perhaps the cinematic version of player-driven initiative in Daggerheart works best for players performing for an audience rather than for players making their own thrills in the moment at the table.

Weighing the merits of player-driver turn orders

How much does player-driven turn order multiply the flaws of the Alert feat by delaying the real fun of taking action? How much does it add teamwork and drama?

Player-driven turn orders add the most friction when no one sees a particular reason to jump ahead of one of their friends. Players don’t care who goes, so they act like the overly polite Goofy Gophers. “After you. No. I insist. After you.”

Player-driven turn orders play best when they enable the sort of choices a character might make in a battle: Delaying for a split second so an ally can open an advantage. Readying an attack for when a foe leaves cover.

Some of my favorite D&D sessions came when I competed in the fourth edition D&D Championship tournaments. The rules for changing turn orders offered two options: Delay and Ready. My teammates and I used those options to order turns in our favor and loved the tactical options. Besides the urgency of limited time, two factors helped us orchestrate actions without wasting time:

  • D&D’s cyclic initiative made changing the turn order an option rather than a constant necessity.
  • Before the tournaments, we practiced with the characters, so we knew the other PCs well enough to share similar opinions on who should act.

Recent games like Draw Steel and Daggerheart favor the flexibility of player-driven turn orders, but fourth edition’s take on cyclic initiative brings a better mix of play speed with decisions close to the ones combatants might make in a fight. The 13th Age roleplaying game by Jonathan Tweet and fourth edition designer Rob Heinsoo uses the fourth edition system. This game’s latest edition declares, “Jonathan introduced cyclic initiative in F20 gaming 25 years ago and we are never going back.” I understand why.

Related:
For 10 Years D&D Suffered From an Unplayable Initiative System. Blame the Game’s Wargaming Roots
How D&D Got an Initiative System Rooted in California House Rules

Dungeons as a Mythic, Living Evil

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted to murder you.

  • Dungeons changed when you looked away. Page 8 of the original, brown book, The Underworld & Wilderness Adventures tells dungeon masters to change explored dungeon tunnels by “blocking passages, making new ones, dividing rooms, and filling in others.”
  • Dungeon doors closed on their own accord, and then you had to force them open. But the dungeon helped its monstrous allies kill you. Doors opened for them.
  • “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.)
  • Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths.

Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

“There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.”

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

“Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.”

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.” 

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.”

Blogger Adam Dray gives the best sense of the concept’s flavor. “Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.”

The 13th Age adventure Eyes of the Stone Thief presents a living dungeon for the game.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Megadungeons in print and on the web

Perhaps few people play megadungeons, but my look at the era when megadungeons ruled Dungeons & Dragons and why few people play them anymore revealed great interest in vast underworlds. So in this post, I present the megadungeons in print or on the web.

To qualify for my mega-list, a dungeon must meet three qualifications. It must be…

  • in print or on the web in a form close to playable.
  • suitable for the focus of an entire campaign from low to high level.
  • too big to clear of traps and monsters, even as the focus of a campaign.

Most of these products attempt to recapture or update the play style of the original campaigns that launched D&D, so many use rules that emulate either original D&D or AD&D. If you prefer advantage, concentration, and armor classes that go up, you can play these dungeons with fifth edition. Just use the monster stats in your new manual and make up any difficulty classes as you go.

Barrowmaze product page
Barrowmaze System: Labyrinth Lord and original D&D
Tagline: Barrowmaze is a classic, old-school megadungeon.
Typical reviews: “This is a multi-year campaign in a book. It is an obvious labor of love. If this product doesn’t deserve five stars—easily deserve it—then no product deserves it.” – Greg W.

Barrowmaze is nearly a textbook example of how to make a compelling, well-presented dungeon module. – Grognardia

Rational: Underground tombs infested by chaotic cult
Snap reaction: With an emphasis on undead and dungeon factions, will Barrowmaze prove too much of a good thing?
Castle of the Mad Archmage product page
Castle of the Mad Archmage System: Adventures Dark and Deep, other games with the same initials, or Pathfinder
Tagline: Constructed to match reminiscences of Castle Greyhawk.
Typical reviews:Castle of the Mad Archmage is a lot of fun…The problem is that so much of feels either random, unexplainable, or silly.” – Dungeon Fantastic

“Serious old-school aficionados should put the Castle at the top of their shopping lists – Roles and Rules

Rational: The Mad Archmage, an insane demigod, wants it so.
Snap reaction: A tribute to Gary’s game that is best enjoyed through heavy nostalgia.
Dragon’s Delve
product now unavailable
Dragon's Delve System: d20
Tagline: Created by Monte Cook (co-designer of 3rd-Edition D&D) and written by Super Genius Games for dungeonaday.com
Typical reviews:Dragon’s Delve hits most of the right old school notes. There is in fact a great deal to like about it and I’m not ashamed to admit I may even steal an idea or three from it.” – Grognardia
Rational: Ambient magic? Insane wizards? The mysteries of Dragon’s Delve remain locked from my gaze.
Snap reaction: A mountain of interesting content locked behind the dungeonaday paywall. Update: The only trace of dungeonaday now on the web is an adventure drawn from its content, The Tomb-World of Alak-Ammur.
Castle Triskelion
product page
triskelion System: First edition Advanced Dungeons & Dragons
Tagline: Come and get a free dungeon room every day.
Typical reviews: None. You could be the first to review this product.
Rational: A feuding family who practiced abominable sorceries.
Snap reaction: A labor of love offered for free.
Castle Whiterock
product page
Castle Whiterock System: d20
Tagline: The greatest dungeon story ever told.
Typical reviews:Castle Whiterock is an epic endeavor that is the best adventuring product released by any company this year.” – Nathan C.

“The adventure features great encounters, adventure to be had, wonderful villains, great twists in the tale, and many hidden secrets waiting to be uncovered. On the down side, there are some tedious bits.” – Peter I.

Rational: Traps, magic, and monsters accumulated over the castle’s 1200-year history.
Snap reaction: No mere list of rooms, this product builds a campaign with numerous quests around a megadungeon.
Darkness Beneath
product page
The Darkness Beneath System: Original D&D and similar rules
Tagline: A multi-author megadungeon released in installments in Fight On! magazine.
Typical reviews: “The community megadungeon ‘The Darkness Beneath’ has turned out some very good levels, with a single exception.” – Ten Foot Pole
Rational: Undetermined.
Snap reaction: A strong but uneven anthology that ranges from inspired to silly, just like the old-school dungeons it emulates. The cutaway map calls me to adventure.
Dwimmermount
product page
Dwimmermount System: Labyrinth Lord, original D&D, or Pathfinder
Tagline: With Dwimmermount, the Golden Age has returned.
Typical reviews: “The very size of Dwimmermount may also be its enemy, a few forays into the place won’t discover much, and the levels get consistently weirder, but start very classically D&D.” – Dungeon of Signs

“Pages upon pages of minutiae.” – Binkystick

Rational: A dungeon set atop a node of primal chaos
Snap reaction: An attempt to recreate a golden-age play style that resists capture in print.
The Emerald Spire
product page
Emerald Spire System: Pathfinder
Tagline: An all-star superdungeon.
Typical reviews: “The superdungeon might feel like a long series of Pathfinder Society dungeons.” – 5-Minute Workday

“Two levels of the Spire really stand out for me and made me want to slice them out of the megadungeon and run them back to back as a one-shot or mini-campaign.” – Tor.com

Rational: An insane creature of immense power living at the bottom level.
Snap reaction: This collection of levels created by all-star contributors probably plays better if you divide the levels into separate dungeons.
Eyes of the Stone Thief
product page
Eyes of the Stone Thief System: 13th Age
Tagline: The Stone Thief rises. Enter it, find its secrets and defeat it–or die trying.
Typical reviews: “A very, very clever idea executed very well.” – The Other Steve

“The book as a whole also gives you the tools and tips to customize [the campaign] for your players.” – Addison Recorder

Rational: The dungeon is alive.
Snap reaction:  A promising example of the living-dungeon concept, backed with advice on running and customizing parts or as a campaign.
Grande Temple of Jing
product page
Grand Temple of Jing System: Pathfinder
Tagline: The dungeoncrawl that rules them all!
Typical reviews: None. This product hasn’t been released yet.
Rational: A temple to a trickster god
Snap reaction: With a catch-all concept and many contributors, expect a trap- and puzzle-filled dungeon loaded with ideas.
Greyhawk Ruins
product page
Greyhawk Ruins System: Second edition AD&D
Tagline: Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth.
Typical reviews:Greyhawk Ruins may not be a particularly inspired example of a megadungeon, but it is a megadungeon and I give it points for that alone.” – Grognardia

“A classic, illogical ‘gilded hole’ dungeon.” – Lawrence Schick, Heroic Worlds

Rational: The wizard Zagag’s mad experiments
Snap reaction: The product every player dreamed of in the 70s, released in 1990 when our expectations had changed.
Rappan Athuk
product page
Rappan Athuk System: Swords & Wizardry, original D&D, or Pathfinder
Tagline: Nothing more and nothing less than a good, old-fashioned dungeon crawl.
Typical reviews: “A TON of interesting encounters and levels. It’s also maddeningly confusing in places” – Ten Foot Pole

“I’ve been somewhat underwhelmed by a couple of levels, but at the same time, I’ve really, really liked several ideas herein.” – Thilo G.

Rational: A complex created by refugee priests of Orcus
Snap reaction: Suited to old-school DMs who somehow recruit the rare players who enjoy dungeon-only campaigns, high body counts, and unwinnable final encounters.
The Ruins of Undermountain
The Ruins of Undermountain System: Second edition AD&D
Tagline: The deepest dungeon of them all.
Typical reviews: “The dungeon itself is barely detailed, with only the major level features written up.” – Dungeon Fantastic
Rational: Another insane wizard
Snap reaction: An outline for a DM determined to create a megadungeon in the Forgotten Realms and willing to dream up the details.

Stonehell
product page
Stonehell System: Labyrinth Lord and original D&D
Tagline: Enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time.
“Stonehell Dungeon: Down Night-Haunted Halls is probably the best megadungeon published to date in any form” – Grognardia

Stonehell takes a curious middle ground between detailed set pieces, and leaving some room descriptions sparse to allow for DM improvisation.” – Dreams in the Lich House

“This is certainly one of the best works to come out of the OSR. It’s a megadungeon and it’s close to perfect.” – Ten Foot Pole

Rational: A prison where the pain and suffering attracted a powerful, chaotic entity.
Snap reaction: Highly touted by old-school fans. Adopts a concise presentation inspired by 1-page dungeon design.
World’s Largest Dungeon
product page
World's Largest Dungeon System: d20
Tagline: Over 16,000 Encounters – A mammoth dungeon unlike any other! Every monster in the SRD – And a few you’ve never seen before!
Typical reviews: “Nothing remarkable or all that memorable about it” – Jeremy Reaban

“They don’t expect you to actually run the World’s Largest Dungeon as one big dungeon. Considering that’s the only reason that anyone would actually buy the product, I find that pretty stupid.” – oriongates

Rational: A giant prison for evil.
Snap reaction: Not so much an adventure as a publishing stunt.

 

The dungeon comes alive in the mythic underworld

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted your life. Dungeons changed when you looked away. (See page 8 of the original, brown book, The Underworld & Wilderness Adventures.) Doors closed on their own accord, and then you had to force them open. The dungeon helped its monstrous allies kill you. Doors opened for them. “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.) Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths. Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.

Adam Dray gives the best sense of the concept’s flavor.Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Next: Megadungeons in print and on the web