For the first time in what feels like YEARS (and is definitely at least “years” if not “YEARS”), I started running an actual dungeon in one of my Dungeons and Dragons games. For a long while now, as I’ve tried to explore more expansive storytelling and dealt with groups more interested in narrative than mechanics, I’ve avoided putting my players in what one might consider a stereotypical dungeon. I’ve had some dungeons, sure! I had my players run through a dungeon-esque wizard’s tower that was actually a testing site for traps and puzzles to be used in other dungeons. I trapped my players in a nightmare realm where they had an “ever-renewing” eighteen hour period to solve the puzzle of this time-and-space-locked demiplane. I’ve even made proper dungeons that wound up not getting explored by my players because they chose a different route forward. I think the last time I had a proper dungeon was back in 2019 or 2020, the last time I had a “classic” Dungeons and Dragons group with a “classic” mix of characters played by players who were interested in what it meant to be a D&D Party and to play their classes, specifically. Which is a bit funny to admit because, once upon a time, I loved nothing more than a good dungeon. I was scattering those things every which way. You’d think that would have still happened even in my more expansive play style now, if it was something I cared about, right?
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