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| The BIGGEST Henge in the WORLD! |
This is yet another post for CampaignMastery's
Location blog carnival! Hope you enjoy!
Today, I am going to elaborate on an excellent suggestion from Realmwright on
my previous post. I am going to talk a bit about why ruined locations show up where they do, and how their past might inform their present desolation.
The fantasy genre in general, and fantasy games in particular, spend a lot of time focusing on places from the past. Authors like Tolkien and Terry Brooks build their worlds around elaborate histories of rise and ruin. Characters in videogame and tabletop RPGs spend much of their time poking through lost catacombs and ruined castles. The thing is, all that was old was new at one time, and when it was, these ancient places likely served a purpose.
I have a love-hate relationship with many dungeon maps, especially those which follow an old-school aesthetic. Maps are a lot of fun to look at in general, to imagine what a place or space really looks like based on its top-down representation, and old school dungeon maps have an elegant simplicity about them. The problem is, they often seem to be a tangle of rooms and corridors built for no discernible reason!
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| Now, where the heck is the bathroom? |
Sure, the person who dreamed up the dungeon, always says there's a purpose. The map above is clearly a temple of the ancient Blue Oyster Cult. The architecture of Blue Oys is often characterized by its meandering lines and maddening lack of doors in places where they should exist. Archaeologists believe the structure was designed to amplify the sound of the cowbells used in the cult's mysterious rituals.
Seriously, though, who builds like this!? And "insane wizards" is an answer that you can get away with exactly once in your game! I'm looking at you, Undermountain!
This kind of random dungeon layout, while interesting to look at in a circuit board kind of way, really drives me nuts. If you haven't read it yet, Bartoneus, over at Critical Hits has created one of my absolute favorite blog series, called
The Architect DM, which is all about creating fantasy designs with a purpose and is a useful way to counter the random dungeon sprawl. I highly recommend you read it, bookmark it, and reference it often when creating your own locations.
When I approach the design of a ruined structure, I always try to start before it was a ruin. I ask myself the following questions: