Friday, February 6, 2026
Navigation Games
Sunday, December 22, 2024
Slush Pile
Saturday, July 30, 2022
HeroQuest: The Tourney of Champions
Friday, July 1, 2022
Traits of the Mythic Underworld
The "Mythic Underworld" is a term popular in the OSR that was (probably) coined by Trent Smith and then popularized through an essay by Jason Cone in Philotomy's Musings. Cone argued that the rules of OD&D can be interpreted to suggest that the "dungeons" that adventurers delve into aren't really to be understood as real, logical spaces created by normal people or natural processes. Rather, they're more like a surreal, dreamlike, and hostile realm that runs on its own twisted logic, which might be inconsistent. It gives the referee some leeway to make a contrived, game-y, "funhouse" dungeon instead of stressing about accuracy or rationality.
Much of what Cone describes are just traits of megadungeons, or even simply dungeons in general. Things like, "non-linear pathways" and "lots of connections between levels" aren't really mythic, they're just good level design. So, extracting from his original writings on the matter, here are the traits he identifies that are actually mythic (in my view):
- It's so large it might have infinite levels.
- The deeper you go, the more dangerous it is.
- Its layout may change over time.
- Doors are locked/stuck for PCs by default, but automatically swing open for monsters.
- Related, it is shrouded in darkness, but all monsters have infravision.
- It should be noted that when a monster is persuaded to join the party, they lose these two privileges! This strongly suggests that the space itself is intentionally rewriting its own rules to oppose the players.
- Torches and whatnot might be randomly blown out by a strong gust of wind, despite the fact that you're deep underground in, like, a tomb or something.
- Party incurs fatigue/stress the longer they spend in the dungeon (taken from Basic D&D).
- Rations spoil once you enter the dungeon (BECMI D&D, thanks to ktrey from d4caltrops.com)
- When the players open treasure, monsters might pop out of the walls, generated from thin air (taken from the board game HeroQuest).
- Monsters don't exist until the players first observe them. Thus, exploration should be slow and methodical or else the players will too quickly surround themselves in monsters (also taken from HeroQuest).
- The monsters cannot set off traps (HeroQuest again but I wonder if this might be encoded in D&D somewhere in its history).
- The scenery and room features attack you (countless haunted house media, but in this case I was inspired by the 2006 movie Monster House).
- Stairs turn into ramps, doors start randomizing where they lead to, hallways become endless, secret doors appear and then disappear (no, I don't mean they become hidden again. I mean they stop existing), etc. (more haunted house shenanigans).
- Weird M.C. Escher gravity rules.
- Advanced Darkness.
- Every hall keeps leading back into the same room no matter what, and it's full of horrible doppelgangers (the Black Lodge from Twin Peaks).
- Doors to rooms that would overlap each other, doors into rather thin walls, windows to the outside world in an interior room, doors/windows/entrances moving which side of the room they’re on, etc. (the Overlook Hotel from The Shining).
-Dwiz
Friday, July 9, 2021
Brave Design Notes 5: Dungeons
Wednesday, May 19, 2021
Game Design vs Level Design
Game design is when you make rules and procedures. It's answering the "how" in how things work. It's the description of how skill checks work, or how combat works.
Level design is when you make content with which to use those rules. It's answering the "what" in what the players are doing. It's the adventure module that tells you which skill checks to roll, and the encounters of monsters and battlefields where combat will be happening.
When Super Mario 64 came out in 1996, it was a smash hit and a breakthrough in gaming. It was the perfect 3D game, seamlessly translating the 2D genre of platforming into a 3D context better than any other attempt to do so. And trust me, the other attempts failed hard. It was an exceptionally tricky and ambitious design goal to tackle, but once they got it right, it blew the doors wide open for the future of 3D gaming. And you know how they did it?
First they designed the mechanics for Mario's movement. That's it. That's the only thing they focused on initially. They created the little minigame of chasing down the rabbit and catching it, so they'd have a way of testing their system. But they worked their asses off to make sure, above all else, that it was fun and easy to control Mario. That merely having to run around and jump on stuff and use your different moves was strong enough on its own. Only after they nailed that down did they begin to design the courses that would be in the final game.
First they nailed game design. Then, when it was so good it could be fun just by itself, then they poured their hearts and souls into making incredible levels. But the point is that these are two separate steps, and two separate goals. So I want to talk about the role that each one plays in tabletop design.
Sunday, March 21, 2021
On Dungeon Size
In the most recent Questing Beast Q&A he and his guests gave their thoughts of "ideal dungeon size" and it got me thinking. Here's a link to the part of the video where they discuss it. After some consideration, I want to propose 4 basic size classes of dungeon, divided partially by number of rooms but, more importantly, by the effect they have on the core gameplay loop of your campaign.
Thursday, March 18, 2021
An Incomplete History of Mazes in RPGs
This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.








