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Prepping, Running, and Overcoming the Pitfalls of Dungeon Crawls

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This article is one in a series where we look at particular adventure types – how to prepare them, how to run them, what pitfalls we might run into, and how we might overcome these pitfalls.

The adventure types in this series include:

  • Dungeon crawls
  • Infiltration
  • Investigation
  • Missions
  • Travel
  • Defense
  • Intrigue

This article focuses on one approach for running dungeon crawls and your own preferences may differ. That's totally fine. There are many right ways to prepare, run, and enjoy our games.

Robin Laws's book Adventure Crucible — Building Stronger Scenarios for any RPG heavily inspired this article.

Understanding Dungeon Crawls

In dungeon crawls, characters travel room-by-room through a relatively unknown maze-like location to accomplish one or more goals. Such dungeons can include crypts, caves, caverns, castle ruins, derelict ships, ruined towers, planar nodes, old temples, and other room-and-hall-based locations.

Preparing Dungeon Crawls

Consider the following steps when preparing a dungeon crawl:

  • Choose a map (I love dysonlogos maps.)
  • Fill in location details – just a word or two per room. You can handwrite these notes right on a printed copy of the map.
  • Write down potential traps and hazards.
  • If using a published adventure, read over the rooms in the dungeon from the adventure.
  • Write a clear goal to reinforce with your players. The goal should be important enough to offset the danger of going into the dungeon.
  • Write out ten secrets and clues the characters might find in the dungeon. You don't have to set these clues in specific locations. Drop them in when it makes sense for the characters to learn them.
  • List out potential monsters. Some monsters may be location specific but many might be wandering around.
  • List out potential NPCs. They might reside in one room or wander around.
  • List out treasure the characters might find. Feel free to place this treasure wherever it makes sense.

Running Dungeon Crawls

At the beginning, perhaps as part of a strong start, make sure to state or reinforce the goal. Why are the characters going into the dungeon? Why is it worth risking their lives?

When the characters are in the dungeon, set up how the dungeon crawl works by asking the following questions:

  • Who's up front and who's in the back?
  • What sort of lighting do the characters have?
  • Who's keeping an eye out for monsters?
  • Who's checking for traps, hazards, and secret doors? How are they checking?
  • What paths do the characters want to take when they come to forks in the dungeon?

As the characters explore, dungeon inhabitants might move and react to the characters activities or the GM might roll for random encounters to shake things up.

Dungeon Crawl Pitfalls

The following common pitfalls can suck the fun out of a dungeon crawl. Be aware of them and account for them in your prep and play.

  • Too many downward beats.
  • A boring or overly complicated dungeon design.
  • Too many hard battles.
  • No clear goal or reason to go into the dungeon.
  • No place to rest after expending all the characters' resources.
  • Few opportunities to roleplay.
  • No real choice or useful information when picking a path.
  • The monsters always surprise the characters.

Offsetting Dungeon Crawl Pitfalls

Try the following ideas to offset potential pitfalls.

  • Fill out exploration of a dungeon with secrets and clues.
  • Include upward beats like finding secret passages or getting the drop on unsuspecting foes.
  • Include safe places for a short or long rest.
  • Select maps with engaging dungeon designs including loopbacks, secret passages, multiple paths, and asymmetric designs.
  • Ensure there's useful information to inform the characters' choices.
  • Include non-hostile NPCs with whom the characters can roleplay.
  • Mix easy and challenging battles that make sense for the situation, not just those tuned for the characters' level.

The Most Common Adventure Type

Dungeon crawls are one of the most common adventure types, going back to the origins of D&D 50 years ago. With the tools above, we can use a common structure for preparation, gameplay, and avoiding pitfalls to run an awesome game for our friends.

More Sly Flourish Stuff

Last week I posted a couple of YouTube videos on Awarding Treasure in 5e and Roots of the Marrow Tree – Shadowdark Gloaming Session 22 Lazy GM Prep.

Last Week's Lazy RPG Talk Show Topics

Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:

Patreon Questions and Answers

Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:

RPG Tips

Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

  • Give each monster type one cool unique defining ability.
  • Draw quick maps to orient players during a dungeon crawl.
  • Ask one player to act as the cartographer.
  • Ask one player to manage initiative.
  • Ask one or more players to be the official note taker. Ask them to share their notes with the group.
  • Include a friendly NPC the characters can talk to.
  • Run a mix of easy and challenging encounters.

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