Gameability in Dungeon Design
Choices make a Game
Having options makes a dungeon interesting. The kind of option can be divided into 5 categories.
Gameplay | How to reinforce Gameability | |
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Combat | (see your character sheet) |
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Factions | Managing your relation to different factions |
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Resources | How en when to use your resources |
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Environment | How to conquer obstacles or solve problems using the surroundings |
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Time | Players can’t do everything thus have to prioritize |
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Each of these categories is part of every dungeon, although some will change in importance from dungeon to dungeon. A best practice is to link the different categories. How does the environment influence combat? How do the factions utilize the resources? This makes adventuring spicy.
Example of Gameability
How to form a dungeon from these categories? Start with your goals: why make a dungeon at all? Then, determine which of the categories fits that goal best. Start writing. Your first category will flow into the next. And the next. And…
Conveniently I designed one recently that can serve as an example. Its setup was “Colony with huge ants spirals out of control”.
Factions
This dungeon focusses on ants and their relationship towards ladybugs and greenflies. Each of their goals is simple: survive (unfortunately the greenflies provide sustenance for the others). How players navigate these factions determines the kind of obstacles they’ll face.
Combat
Ant and ladybugs differ greatly, and players might face either depending on the path they take. However, within the ant species there’s variation possible as well. This helps create different kinds of challenges in each area.
Resources
Smell is the main gameable element of this dungeon: ants communicate through it. Typical smells (cinnamon, blood, smoke) are linked to command, so players are able to mimic and utilize them. Throughout the colony they can find hints to link smells to these commands.
Environment
The colony has three entrances, and even within it divergent paths are possible. It’s also located within a tree; wood is a multifunctional material that could be cut or burnt. Both the layout and material of the environment provide options this way.
Time
There’s no hard clock in this dungeon, but two situations will develop over time: ladybugs attack daily, and the ants are (initially) inhospitable hosts. Without intervention, either situation will spiral out of the player’s control.
Conclusion
This tool helps Gamemasters add gameable elements to any dungeon. It’s not the best or only way to build one, but certainly an effective method that I’ve used several times myself. Maybe it can be of worth to you.
Cheers,
Willem-Jan
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