Choice Theory
So you come to a split in a dungeon, or you come to a
room set with three portals, each seems to lead in a different direction but
they seem identical.
Depending on party and DM, game style and preference, you
either just pick one, or have a little conference with the team, maybe looking
at the map, or start asking weird questions like “what do the corridors smell
like?”
Whether this is a good or bad thing depends very much on
the style of game and whether the needs and intuitions of the players and DM
match.
I intuit that the ‘actual’ Old School old school process
had a lot more time for no-context choices, partly due to the prevalence of
player-mapping, (easier to do in-person in a 70’s game session and which would
be part of their problem-solving procedure), partly due to what I would expect
to be longer more digressive gaming sessions and partly due to a somewhat
harder more ‘masculine’ quality where its expected that some decisions will be
tricky, oblique or apparently pointless, either due to pseudo-naturalism or a
Gygaxian riddlemaster element.
I intuit that a more ‘neo’ OSR scene would have shorter
sessions, more likely to be online so player mapping harder, more likely to
want events and drama condensed and with less tolerance for ‘dead’ time,
unguided choice and apparently contextless decisions.
Yet, in either situation, a choice must be made, and if
the choice is to be informed at all then how shall it be so? There are greater
context elements which can be brought into the question; general dungeon intel,
the use of mapping, informers, magic and guides.
But what can be learned from the empty corridor
itself?
And as a corollary to that decision, what information can
be imbued into that
apparently-empty corridor by the designer or DM?
I will break our discussion into elements. In lived
experience all of these will interrelate but I will try to cover those
interrelations within each subject;
·
AIR
·
SMELL
·
TEMPERATURE
·
LIFE
·
SOUND
·
STONE
Once I started to think about it I decided that a key
dominating and synthesising element is AIRFLOW
so I will begin with that and discuss why.
Ernst Fuchs
Air
Based on my research for VotE, Caves and cave systems can
differ hugely in temperature and airflow.
This depends on whether the system massively
intra-connected or isolated, if there is running water in the cave and the
general temperature gradient around the cave.
An isolated cave system with no big interconnections and
no water flow within will often be a bit warm. An underground space with static
air will often maintain a steady, not-quite-cold temperature. Mines, being
closed systems and full of people and movement, are often hot.
Conversely, a huge cave system with many exits will often
have very strong airflows. Caves 'breathe', and any slight differences in
temperature and pressure between its varied entries can create winds which can
be focused and channelled by narrow passages in the system itself.
Most caves are shaped by water and many have streams
moving through them, this creates airflow
and often cools the cave.
Dungeons vs Caves
Dungeons are more likely to be smaller and contained and
much more likely to be made of different materials with closed doors and other
connectors and divisions within, but airflow can still tell the prospective
dungeoneer a lot.
Dungeons, specifically; the classic tomb buried
under temperate soil, might not actually be cold. A tomb complex separate from
any other dungeon, well if it’s a rainy area it might be damp, but not
necessarily, it might be slightly warm, or at least no colder than the outside.
[Question; have you actually been in an actual
tomb complex? What was the temperature and airflow like?]
An experienced dungeoneer, or the average Dwarf, should
be able to make some decent guesses about the nature of a dungeon just by
carefully feeling the airflow. If a system is 'breathing' with air flowing in
or out after dawn or dusk; that suggests a system of considerable size. If the
air flowing in or out is warmer or colder than the outside air that might
indicate the presence of moving water within, or of something else that is
cooling or warming the air within, (like, for instance, the presence of life,
like Goblins or an Owlbear).
Airflow is such a dominant factor because it effects the
transmission of SMELL, SOUND and TEMPERATURE, all of which are strongly bound
within the greater medium of Air. Conversely the absence of airflow is
itself a strong negative signal which might not explicitly tell you much but
does suggest that either this dungeon, or system, whatever it is, is either
small and closed, or has doors and closing elements.
Smell!
Smell is life!
The key aspect of scent is that in almost every case it
is indicative of the processes of life. A dungeon with intelligent things
living in it for any period of time is going to STINK.
The Food Sequence
Acquisition, Storage, Preparation, Consumption and Disposal.
Acquisition; alpha predators like monsters who
drag prey back to the dungeon as a lair will leave the stink of blood wherever
they are and repeated blood trails will lead to any feeding spot, as well as
blood smears and fur snatched from carried prey.
Anything bringing living or recently dead food back to
the Dungeon from outside stands a good chance of leaving marks of some kind,
especially since they will be tracing the same route each time to preparation
or storage spaces.
A lot of food smells or has a distinctive scent,
and in a still-air environment that scent might remain in place for a long
time.
Storage; if left unattended, the rotting bodies of
victims or prey will absolutely stink to high heaven. Even for unaltered
human basic smell powers it should be pretty simple to find your way through a
still-air environment to a rotting body.
Poorly-stored non-meat foods can still rot, and will
summon their own micro-environment of insects and small mammals, all of which
can be sensed or traced. If there are mouse droppings, that’s a sign of
something.
Well-stored or dry foods are more complex, I imagine
these as leaving little scent and few biomarkers. It might be that the presence
of a particular dry and contained space might leave tangential markers but I am
not sure.
Preparation; if something is intelligent and eats
cooked food, and/or just needs warmth or light, then there will be fire. If
there is fire there must be smoke. If there is smoke it has to go somewhere. So
either there is a chimney leading up out of this dungeon or the smoke is moving
through the corridors which will leave traces stains, and scent.
Consumption; large predatory animals will
definitely leave bits and pieces here and there. Smaller more civilised beings
might still leave scent, the wall-sweat of their respiration, residual warmth,
stains, fragments and the small biomarkers that go along with them.
Disposal; Poo. All of this stuff has to go somewhere
and unless there are convenient rivers or pits then it is going to leave strong
scent markers and all the small insects which emerge from feasting on the poo.
And spiders, which feast on the flies, the webs of which will remain in place
for a long time in a low airflow environment.
tldr; any closed system which has living respiring
and eating residents is going to stink. If there is airflow, then its strength
and direction will effect where those smells go and how strong they are. Tracing
those smells might be very useful for a dungeoneer. This is one thing that
encourages me in the idea of bringing a bloodhound of some kind to the dungeon
Temperature
Warmth is co-dependent on airflow and the presence of
life within a dungeon so many of the basic concepts have already been
considered in those two sections.
[Question; how much of a temperature differential
can an average, or sensitive human being detect if they are paying attention? Could
they intuit the presence of a living being occupying a room behind a door?
Could they tell micro difference in temperature in the air between two
identical corridors?]
What about cold? Would any particular natural
phenomena cause a dungeon to chill unexpectedly? The first thing that comes to
mind is the presence of para-normal phenomena like Magic and the Undead. Both
are often associated with rapid temperature drops.
Conversely, super-beasts like dragons or elemental
creatures might raise underground temperatures more than you would expect.
Life
Respiration
SWEATY WALLS! Why are the walls of the dungeon dripping, dank,
with the nitre, so beloved of Lovecraft? It may be water flow from
outside but more likely the combination of water and warmth coves from living
things in the dungeon. A system of closed stone with living things within it
will naturally sweat, and drip, over time.
What about the sweaty walls of a sleeping dragons cave?
Why wasn’t the gold surrounding Smaug absolutely dripping with
condensation? Maybe it was and that is what caused Bilbo to slip and slide
around. Wet Hobbit action.
[Question; have any of you actually been in an
actual Dungeon, under an actual castle, working or not? Are they actually the
cold, dark, dripping places of fiction?]
I mean clearly they are made not to be comfortable, but
surely actual temperature would depend on how much airflow there is, or the
temperature of the living rock, if its carved into that.
Would a dungeon under a living castle with locked doors
and no windows, truly underground
actually be cold? Or might it be temperate? It would be
damp I think due to the respiration of everyone above in the castle and their
condensed breath dripping down.
Lichen, Moss, Mushrooms, Insects
I feel like Gary must have at least conceived of a grand
table of microflora and microfauna that might grow in a dungeon and have the
required and likely temperature ranges, water needs, food sources, and, in the
case of insects and small mammals, roaming distances.
I am taking being a dungeon detective a bit too far here,
into Forensic territory, BUT - IF you did actually know a lot about these
micro-environments you could in theory tell quite a lot about a dungeon just from
observing them as you went through.
This should go for Rot as well, a microorganism which
leaves sensory traces. A rot wizard could tell quite a lot about living systems.
There is probably an opening somewhere for someone to produce a matrix of
easy-to-use and 'read' pseudo-realistic dungeon microfauna, not for use as
enemies or 'colour' but as a kind of spread of information that can be observed
to tell what kind of things have gone on in a dungeon.
This, because of its complexity, I think I know least
about. I know a bit about cave fauna, but the secret of that is that, beyond a
certain depth, there really isn’t much of it. Without light you get
near-nothing and so far as I know, mushrooms will not actually grow on the cold
limestone of a cave wall.
[Question; does anyone out there know if lichen
will grow in dark conditions? Or any such moss? Any fungal experts who can say
which foods and temperature ranges are needed for fungal growth?]
Unknown Artist
Sound
How does sound carry underground anyway? Irregularly I
would think. It must depend a huge amount on the substance and layout of the
place. Some shapes and materials I know just EAT sound, but in others, small
sounds can travel a very long way.
[Question; does anyone know about what kinds of
stone, material or corridor shape interact how with various sounds? Do the
stone walls and floors of a classic dungeon echo with footsteps of mocking
laughter as Gothic novels claim? Can anyone confirm?]
The most important matter must be FREQUENCEY. Specifically,
is there anything in this dungeon that produces a low-bass sound, like stone
scraping, or something huge moving or rolling? Those low frequency sounds
travel a lot, through materials more than air. How many times on a quiet day
have you realised a big truck is moving several street away, or a washing
machine or other large device is working several rooms, or an entire property
away?
A sleeping dragon, for instance, will produce not only
sweaty gold but probably a very deep, but soft, sound that might transmit
strongly through stone.
Doors opening and closing; if these are on hinges
there is a good chance they will be badly maintained and so screech. They may
also thud and slam. Stone doors may produce the deep frequency sounds that
transmit so easily.
Living things; the biomarkers we talked about in the
‘Smell’ section. Is there scampering? The buzzing of flies or mosquitoes? The
crawling of insects?
Consistent background sounds - Water should produce
some kind of distant continual sound
likewise, wind changing outside the dungeon, rain, storms,
these should produce some sort of effect, unless there are many portals between
here and there.
Is this place indeed as 'Silent as the Tomb'? If so that itself
might be quite unusual. In a state of
such absolute silence it might be that very super-quiet noises which are
usually indiscernible could become more prominent, like the crawling of a bug
for instance, or the shifting of dust.
At what distance and in what circumstances can we expect
living inhabitants to produce discernible sound?
by Art of Raman
Stone
Or whatever material the dungeon is made of.
You would probably need to know a lot about bricks, or
slate flags, for micro differences in them to be useful in any way, but....
aren't dungeoneers (and Dwarves) exactly the type to pick up just such
knowledge?
What could we reasonably expect a skilled observer to
pick up from various arrangements of building stone in separating corridors? Could
they guess which corridor was built first? If one is a later addition to the
other that should be obvious should it not? as well as the various skill and
the resources available to the builders.
A culture in decay producing less perfect masonry, or
cutting into a stone-lined corridor with one lined with brick.
What the hell are the roofs of these dungeons anyway? Logically
they should be braced with wood, but that would decay (or would it?), so they
should be either megaliths or arches.
Does stone degrade over time (without use, probably
not..?) but with use and perhaps dripping water, how does stone degrade?
What stone would you even expect to be used in
construction of a dungeon? Granite is too hard surely? I would expect bricks to
be the most practical and affordable and bricks do crumble both from use but
also from compression and freeze-thaw over time.
Does sound echo across marble? How about light? In the Mersey
tunnel near me, the roof has been covered with black tar or pitch. it was
originally made with a white, reflective, opalescent roof to the tunnel. The
idea was that it would reflect the lamps of vehicles and make the tunnel seem
more full of light. Two problems; exhaust fumes blackened it, and where that
didn't happen the improving strength of electric lights made the roof blindingly
white so they had to paint if over.
But if you were in a classic Carrera-marble tomb, with
only lamps, it would be pretty relatively bright surely? There can't be many
materials like that. Do we have any idea of the reflective nature of various
kinds of stone? Would a difference between slate, bricks or granite slabs add
or reduce 10 or 20 feet of visibility?
Viggo Johanson
21 Questions for Empty Corridors
(This is my attempt to condense the discussion above into
a simple set of concrete questions, more for Dungeon designers and DMs, in a
style similar to Jeffs ’20 Questions for your Campaign World’.)
1. Is
the air still or does it flow?
2. If
there is airflow, where does it flow to or from, and at which times? (i.e. does
it ‘breathe’ in and out as it warms and cools with dawn and dusk like a cave
system might?).
3. Is
there moving water? If there is, does it cool the dungeon?
4. Is
it warmer or cooler than outside? Are any parts especially warm or cool?
5. Are
there living things eating, breathing and pooping in the dungeon?
6. Do
the walls sweat? Is there nitre?
7. Is
there a food store? Are there mice or insects?
8. Is
there fire in the dungeon? If so, where does the smoke go?
9. Is
there poop in the dungeon? Where? How strong is the smell?
10. Is
there rot in the dungeon? Are there flies?
11. Do
smells emanate evenly through still air or are they carried by airflow?
12. If
you followed the smells of blood, meat, smoke, spices or poop, where would they
lead?
13. Are
their spiders in the dungeon? How stable and old are the webs and where?
14. Do
lichen, moss or fungi grow in the dungeon? If so where?
15. Are
there any sources of LOW FREQUENCY sound in the dungeon?
16. Are
there any permanent natural sounds like moving water or wind?
17. Do
voices, steps or door sounds transmit in a reliable way?
18. Would
the sound of fighting transmit and if so how far?
19. If
someone stays absolutely silent in the dungeon and listens, what do they hear?
20. Are
there obvious changes in construction? Like in materials, methods, age, wear
etc?
21. Do
any of the above elements come into play at otherwise contextless choices in
which door or corridor to take?