D is for Dungeon
D&D. Dungeons and Dragons. A game of Dungeons. And Dragons.
The game has something of a history that most published modules—scenarios— didn't feature a lot of dragons, but a lot of dungeons. There is some credit to the story that the property of Dragonlance was created in response to this lack of representation.
But this is about dungeons.
Jason Cone released Philotomy's Musings, a free “collection of interpretations, house rulings, expansions, and general pontification on the nature of the Original Dungeons & Dragons rules by Gary Gygax and Dave Arneson" in 2007. I stumbled on this PDF probably on the blog Grognardia in 2008. Grognardia is a play on the word grognard, something of a slur in the Napoleon army for “grumbler" and an affectation used to describe D&D players of a certain age.
In Philotomy's Musings Jason offers the idea of the dungeon “as a mythic underworld." I have always loved this idea. It sticks with me.
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 ... doors will not open by turning the handle or by a push. Doors must be forced open by strength ... Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a ... chance that the spike will slip and the door will shut...
This is just a sample of the “mythic underworld" that Jason describes in his work. It remains evocative of how the game fosters one's imagination. As a player in the early 80s, I would often equip my characters with iron spikes. Until I read this work, I don't think I ever used them in the manner described to fight the unseen working against me.
Jason wraps up his thoughts with these philosophies about the dungeon in the game with the following things about a dungeon a “dungeon master" should be thinking:
- It's big, and has many levels; in fact, it may be endless
- It follows its own ecological and physical rules
- It is not static; the inhabitants and even the layout may grow or change over time
- It is not linear; there are many possible paths and interconnections
- There are many ways to move up and down through the levels
- Its purpose is mysterious or shrouded in legend
- It's inimical to those exploring it
- Deeper or farther levels are more dangerous
- It's a (the?) central feature of the campaign
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