Musings of a Valheim Architect.

My main Valheim-playing associate, the same person who hosts our server when it is running, and I built a nice castle on the side of a mountain. It sits right at the edge of where the “Meadows” biome meets the “Mountain” biome, so we had to do a lot of work to keep it properly heated and safe from the various nefarious beasties of the mountain tops. There are a few exposed areas, but all intentionally so. One is the top portion of half the structure, set up as a landing with decorative crenellations looking over the approach up the side of the mountain to the castle’s main door. Much of the view is obstructed by trees or the rising slope of the mountain behind us, but it is a comfortable place to stand and greet anyone who might approach.

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A Very Satisfying Game

I love a good survival/building game. Played a lot of Ark when it first came out (even ran a server for half a year), I’m constantly going back to Minecraft, I’ve gotten a lot of fun out of Raft, and Valheim was a great diversion for a while and continues to be with each major update they put out. These days, I’ve started getting into SatisFactory which seems less focused on the survival thing and more focused on the endless production thing. I don’t need to gather food (though food-like things can be used to make stuff that isn’t food), monitor my energy, or even be too wary of natural predators. I can just endlessly pursue production and efficiency.

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Tabletop Highlight: Figuring Out How Much is too Much

The fun of inventing new societies, creating entire civilizations, and developing cultures is what draws me to storytelling, at least when it comes to what I get the most from. As a result, I really enjoy playing Dungeon Master and one of my favorite parts of running my own Dungeons and Dragons campaigns is the prep work. The thing is, preparation work, especially world building, is one of those things that will take exactly as much time as you’re willing to give it. One of the most important lessons I’ve learned as I’ve practiced storytelling, both as a writer and a dungeon master, is that there’s a fine line between over-preparing and creating a world that doesn’t feel real.

One thing that dungeon masters often need to do is create towns and cities for their players to encounter. If it is a sizable city, chances are good that there are multiple blacksmiths the players could hire to create them some new gear. Some of them might be better than the others, some might have a preference for particular kinds of work, and some might just hate adventurers. They all have names, pasts, business practices unique to their specialties and levels of experience, and they all have opinions about each other and each other’s work. You, as the dungeon master, can figure all of this out or you can spend the time working on the political situation that it is likely the players will encounter instead of the intricacies of business and the people behind said business that will mostly be ignored by the players who only want to know who the best smith is (which is usually easy to figure out). To be entirely fair, some players might be more interested in the business scene than the political one, so maybe that’s the system that’s more important to your next session. Or maybe they won’t be interested in either the business or political situations and will just want to kill some monsters and protect some peasants, so maybe you should spend more time focusing on the environment around the town.

The key to figuring out what you need to prepare the most is in figuring out what your players will want. I’ve never met a player who changed what they were interested in from one session to another aside from one player who was literally just doing it to point out the holes in the world and ruin everyone’s good time. All players, even the aforementioned asshole, tend to be very consistent. Your first few sessions with a new group might need a little more work because you’re not sure what they’re going to care about yet, but once you’ve gotten a feel for them you learn where you need to focus.

The way I view dungeon mastering is that I’m basically creating the world only about as far as the next few steps ahead of the players. There’s always a horizon, major geographical features, and a sense of society behind it all, but the majority of the world is an empty canvas I only fill in as the players move or discover. If you wind up preparing in the wrong direction or keep trying to push your players in the direction you want them to go in, they’re going to wind up walking into all of the blank spots and feel like the world isn’t as solid enough to really believe in. Some players are more willing than others to ignore the empty spots they find, but most of the reason most people play Dungeons and Dragons is for the immersion you can achieve when you set aside the concerns of the primary world and fully embrace the secondary world. These are the people I run for and this is the kind of player I am.

No matter what you do, there will always be hiccups. You can’t have every name ready and planning everything out in excruciating detail so you’ve got the name of every blacksmith and item shop proprietor prepared is a quick recipe for madness and frustration when 99% of it winds up going unused. I’ve even seen dungeon masters get angry with their players for not exploring and caring about the world as much as they did. I’ve even felt it myself, when I took the time during the week leading up to the session to prepare an exciting encounter and a new bit of the world for them to experience and then my players spend two hours dithering about who goes on what errands and what supplies they need down to the last copper.

It can hurt to put in a lot of work and not get to see it come out in your game session, even when you know it’ll come up in the next one or the one after that. It doesn’t hurt much, though, so long as you focus on making sure there’s plenty of world for the players to experience as they dither about and shop for really weird things you’d never have imagined they wanted. Really, it just give you a week off of preparation. If all you can see is all the work you’ve done going unnoticed or un-experienced, you’re going to eventually lose your temper.

Part of the problem is how the line between too much and not enough shifts from group to group and even from session to session. My players care a lot more about the names of the people around them if they know they’re going to be in the same place for a while. They also tend to care less about the actual layout of the town the longer they’re there or the bigger the city is. For over two years, they’ve gone through literally the same town every time they enter a civilized area without ever realizing that they’re all laid out the same. All I’ve had to do is scale it up based on how many people live there. I created my second city just recently because I needed something different for a future adventure they’re probably going to go on. They don’t care what the places look like because they’re more interested in the people and the plot than the exact geography, which works for me since I can create interesting characters with ease and I’ve got a list of random names sorted by race and status so I don’t need to spend any time trying to figure them out when I make up a new NPC for them to befriend/eventually fight.

If you’re trying to figure out where the line is for your group, I recommending starting with more detail and slowly scaling it back. That way, you can avoid subjecting your players to a campaign full of blank spots before you figure it out. Step it down slowly and you should be able to notice when your players start to feel like the world isn’t as real as they’d like. At that point, kick it back up a little bit more than you think you need to and work to achieve a level of effort you can still enjoy. You’re supposed to have fun, too.

 

Tabletop Highlight: Dungeon Building for D&D

I’m not very good at building dungeons, though I should probably add that I’m also not bad. I’m alright. They take a long time, compared to preparing story elements, planning cities, and making up characters. It takes a whole lot of work to get a dungeon built, if you want it to feel customized and unique. Don’t get me wrong, it is probably the most fun I have as a DM, preparing for a session. It just takes a whole day of work or several evenings. Trap assignments, copying stats down, finding references, creating custom traps, designing passageways and rooms, filling the dungeon with residents, and then coming up with any puzzles. Treasure and stuff is usually an after-thought, since I usually just keep refreshing a random treasure generator until I find a hoard I like.

One of the easiest things for me is the entrance. Setting up a dungeon entrance depends on how the party is going to encounter it. Are they going to stumble across a random dungeon? Are they looking for it because they heard a rumor or were sent to find it? For the former, perception checks work great and all you need is some place that the party would reasonably go that not a lot of other people would. If you’ve ever played D&D, pretty much every party is constantly going places no one else would, so that’s easy. If they’re looking for it, that’s even simpler since they’ve got a general location and will be making skill checks until they succeed. After that, you just need some flavor about how they found it, what the door is, and then a hurdle for them to overcome before they can enter. Like spotting a secret door in what otherwise appears to be a simple hidden outpost that hasn’t been used in centuries or having the lookout notice that the sand dune they’re looking at isn’t shifting like the other ones.

After that, my struggles usually start. What traps are appropriate? How many are appropriate? I like undead dungeons, because you don’t really need to think about how dungeon creatures or NPCs would get around. Undead just stand around until they spot something to attack and even the intelligent ones don’t need food or air. My favorite dungeon was actually a tomb built to keep the undead inside it, and the party didn’t realize it until they’d set off or disabled all of the traps at the door to the boos room. More recent dungeons have involved intelligent creatures that need food and water and sometimes air, so I’ve had to be very careful with trap and puzzle placement. How is a gaggle of kobolds supposed to bypass a 30-foot pit trap without some way to go around? Also, how are the lizardfolk supposed to go through the puzzle-door unless they know the answer to the puzzle? Solving these problems would make it easy for the party to by-pass the actual traps and puzzles because they’ve got high perceptions and at least one of them isn’t afraid to do a little torturing if he wants some information.

There are, of course, other ways around this. Labyrinthine dungeons. They’re a pain in the ass to build and draw on a map, but they can be so incredibly rewarding. All of the creatures that live in the dungeon would know their way around and could find the easiest passageways, while the party is stuck trying to muddle their way through without running into another dead-end filled with the newly animated corpses of the last group to fall to the poisoned needle trap the party just set off. Once you’ve figured out the best way to build them (and start saving parts the party didn’t explore for future dungeons), the only real problem is drawing them out so the party has some kind of physical space to move through. Sure, there are any number of software programs that would allow this, but I prefer a more tactile experience when I can get it. Wet-erase markers, a play-mat, and one of my players as the map-maker since it makes more sense to have the players draw the map based on your descriptions rather than to do it yourself and try to guess on their sight-lines/spacial reasoning abilities.

As for filling a dungeon with creatures and NPCs… Well, that’s usually a bit easier since you’ve probably got a themed based on the location or the reason the party is there. Build a few encounters, stick them in the dungeon’s rooms, and then add a few advantages to them to reflect the fact that they’ve had time to prepare for invaders. Also, remember that just because a large creature takes up a 10-foot space doesn’t mean it can’t also squeeze through a 5-foot hallway. Dungeon Master’s Guides and/or Player’s Handbooks should have some rules on how squeezing works, so maybe sticking a large creature in a medium hallway could be a lot of fun for you! It’d be super interesting for a bunch of snakes to show up in the hallway. They’d be able to manage it fine and could maybe use their size to shove the party around as they slithering through the halls.

Just, you know, make sure to build your dungeons a few sessions in advance of when you think you’ll need them. Chances are good you’ll wind up wanting a little more time than you planned to finish building your dungeon and it is usually worth taking the time to do it right rather than rushing it. You’ll feel a lot better about it, that’s for sure.