Friday, August 14, 2020

Old Greyhawk Castle Level Design

Old Greyhawk Castle Dungeon Level Design

Maps

My dungeon levels were both an exploration/mapping problem to solve and a place for encounters. As I would place perhaps 15 or so active encounters on a level of many passagerways and as many as 50 or so rooms, to keep things "interesting" I'd include various traps. That became a de rigeur thing in general from around 1977 on. Of course when combined with monsters and NPCs, traps add a degree of complexity to encounters too, so they are a handy tool. [6 #227]

The number of encounter areas I have on a level depends on the overall setting, but 20 on a map with four lines per inch is about as spare as I'll go so as to avoid tedium in exploration. With careful planning one can work in a lot of encounters without the place seeming like a fun house. #4308

I usually made one-line notes for my duneon encounters, from around 20 to 25 of same for a typical level done on four-lines-to-the inch graph paper-a few more on five-, six, or seldom used 8-line graph paper, the other spaces were empty save for perhaps a few traps or transporter areas and the like. [6]
Being of insidious nature, I varied the maps for levels of the castle dungeons. Sometimes I used 8.5" x 11' paper, 4 squares to the inch, sometimes 5, 6, or 8. then I'd throw in two or more levels on the same map, or use 17" x 22" paper with 4 or 5 squares to the inch. At least one level was done with small hexagons. Also, many of the levels were connected so that it was difficult to know when one was leaving one and entering another. [6]

"We used all sizes of graph paper (4, 6, 8, and even 10 squares to the inch); EGG and I also liked to use several methods, such as transporters and long, slowly descending down-slants, both of which caused players to map parts of two levels as one. EGG always made maze like maps, with down slants, transporters, shifting walls and rooms and other such contraptions and devices to befuddle mappers" (RJK)

I use graph paper of four, five, and six squares to the inch. when my eyes were better I sometimes used eight... [35]

[Random Dungeon Maps] No, not for Castle Greyhawk. There I always had an idea in mind, frew out each level with ruler and template. I did use random dungeon generation for such places discovered in outdoor adventuring by the PC party. [35]

In Castle Zagyg, the ceilings of rooms on the first level are 24 feet high at the apex, with up to 25 feet of rock above, making an overall level depth about 50 feet, it is plausible that the Old Castle had comparable dimensions, at least for the upper, non-cavernous levels.

The great central staircase that went down to level 3 and has been described as approximately 150 feet deep also would indicate about 50' depth per level.

I seldom used the random dungeon generation system, although I found it useful on a few occasions. That said, I wouldn't call most of my dungeon levels "carefully crafted." Especially themed ones were, and I did my best to make all of them confusing to map, but that's more workmanlike than otherwise. The encounters were likewise a mix or "whatever" and "this will knock their sox off" sorts, but some features of many thrown together as mere mazes levels, had specially designed and placed features. [35]

Keys

Encounters named only something like "9-16 gnolls," in an area. If it was a big party of PCs entering I'd make that 16 gnolls and have some sort of leader or leaders with them. If only a few characters of low level were exploring and entered the place they might encounter only 9 of those critters. #1418

My own work is usually a map with key numbers and a few sketchy notes as to the nature of the encounter, and I find in the details when the party gets to the location. If they are able to manage a very difficult challenge, I really up the ante and then do the same for the rewards if they succeed in overcoming the adversarial conditions, whatever they might be. #2706

What we used was not 'pro" but simply veteran DM notes to more easily wing the actual action. Traps and "trick" areas were detailed in regards to trigger and damage or result from activating a trick.
Monster encounters looked like this: 12 ORCS, 4 with crossbows, 7-12 gp each, POTION OF HEROISM in hole under water barrel. Will fight until death.
Depending on the party entering their area, the HPs would be set high, or rolled, or set low. Likewise, the orcs might have a spy hole, detect the approaching party, fire through loopholes in the door and wall, or else be sitting around and possibly surprised.
Special encounters might be more detailed, two or three lines of notes.
Whatever was there was just to stimulate the DM's imagination and inspire something that suited the party for good or ill. #1965

Traps

The transporter also has the benefit of making any dungeon level more difficult to explore and map, thus adding to the challenge involved. They are also handy devices to move the player characters to such new and different places as the GM wishes #3031

Modification and Evolution

I did indeed create details for the PC party on the spot, adding whatever seemed appropriate, and as Rob played and learned from me, he did the same, and when we were actively co-DMing we could often create some really exciting material on the spot, if you will. [6]

When the encounter was elimiated I simply drew a line through it, and the place was empty for the foreseeable future. I'd give Rob the details of any session he was not at and vice versa, so we winged all of it. Sometimes a map change and encouunter key note of something special in nature was made, but not often. We both remembered things well, Rob very well and when necessary something was made up out of whole cloth for the sake of continuity of adventuring. [6]

When the setting was in constant use, we never restocked, just drafted new side and deeper levels, as it was assumed that the depredations of the cruel PC parties kept the monsters away in fear and loathing :uhoh:

The kobolds and others came into the place when expeditions of PCs were few and far between. The kobolds and the goblins made a pact to pretty much divide up the upper works and the first level of the dungeon between them, cooperating to fight back the other denizens.
A female magic-user made common cause with the goblin chief after successfully charming him, assisted in arming and equipping the goblin forces, but when more PC parties began to raid the place I determined that she took what was available and beat it. No sense in risking one's life on behalf of goblins for no more than a heap of silver.
The goblins were pretty well wiped out from their upper ruins holdings, and seeing the force of the PC parties assailing the place, she slipped away. #3827

[References: see Greyhawk References]

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