Not only
this, but there will be little or no “boxed text” or area descriptions in the
traditional sense, as most parts the area will be in constant flux throughout
the process of exploration/adventuring.
In some ways, exploration of a DCC megadungeon is similar to a hexcrawl…you
will encounter peoples, make enemies, make friends, and find interesting areas
to explore within the overarching structure.
For example,
the megadungeon that I am planning has a first level/area randomly determined
to be based largely off the work of Mr.
Edgar Rice Burroughs. This suggests
many possibilities, from the jungles of Tarzan’s
Africa, the dry steppes of Barsoom,
and the fierce beings of cloud-shrouded Amtor. Burroughs was also quite fond of “Lost World”
tales, as with his stories of Pellucidar
and Caspek.
With this in
mind, I can see the entrance area to the megadungeon belonging to some form of
mist-shrouded tropical jungle, a Lost World of prehistoric creatures and
peoples, with the remains of some fantastic civilization and alien
monsters. The temple of La in Opar is a good founding idea for one
part of this region, because of its strong potential for intrigue, action, and
treasure.
In addition,
it is desirable to have more than one village of cavemen. Indeed, we should strongly consider three
types, with a sliding scale of development from cannibalistic brutes to
relatively modern people. These need not
be fully “human” in the earthly sense – we can colour-code these people if we
so desire, as Burroughs does his Barsoomians.
Let us say that the mostly-extinct ancients were golden, the closest to
modern people red, the next most advanced green, and the least advanced also
golden (they are the descendants of the ancients).
Some or all
of these people can be advanced enough to potentially supply 0-level characters
for funnel play, once the players have encountered them and learned enough about
them to make such play work. Beware
giving away the secrets of an area to let the players choose people from that
area! But, likewise, once the area is
explored and the people known, don’t be afraid to make best use of them by
letting the players try their hand at playing a green man of the Lost World!
We will want
to have some of the alien types that Burroughs uses on Barsoom, Amtor, the
moon, Pellucidar, Caspek, and Jupiter. I
will select two reptilian types – serpent/lizard men as well as telepathic
pterosaur-folk akin to the Mahars of
Pellucidar – and a race similar to the Skeleton
Men of Jupiter. Using the Skeleton
Men as a seed idea also allows us to consider the ghouls of Fritz Leiber. Perhaps our creatures will be an amalgamation
of the two?
As you can
see, even without including actual “monsters” (and local animals), we already
require quite a bit of work to get this “dungeon level” ready for play. Nonetheless, it should also be quite easy to
gain a minimum 2 hours play value for every hour spend devising the setting.
Let us next
examine what other “levels” will connect to this area:
(1) Level 2,
which is a combination of Robert E. Howard’s Conan and Solomon Kane stories,
mixed with the Harold Shea stories of L. Sprague de Camp and Fletcher Pratt.
(2) Level 3,
which is intended to be influenced by Lin
Carter, August Derleth, and Lord Dunsany.
(3) Level 5,
which is intended to be influenced by J.R.R.
Tolkien, Sterling Lanier’s Paloud
swamp from Hiero’s Journey, and Edgar Rice Burroughs once more.
Let us also
assume that level 1 will link to sublevels that take their influences from Andre Norton, Manly Wade Wellman, Clark
Ashton Smith, and Philip Jose Farmer. Part of the creation process is determining
what these influences are, and how they will be used. Then, if the level/sublevel connections
exist, we must also decide how those influences leave a footprint on the first
level area. These footprints are
important hints that connections exist, and also allow the judge to foreshadow
the themes of the new megadungeon area.





