Blurb: I listen to podcasts, some of which often throw out a game design ‘nugget’. If I find a nugget interesting, I think I’m going to put a pin in it and post it here. Consolidated List

#6 Dungeons & Dreamboats (what else is a Dungeon?)
Bastionland Podcast – Season 6, Episode 2 – Amanda Lee Franck
This episode threw up lots of game design nuggets, this is one of them.
Chris McDowall briefly noted that Amanda Lee Franck had made three adventures on boats.
The game design idea: anything can serve as a “dungeon” so long as it constrains the adventurers’ position to a fixed set of navigable locations. A boat is a ‘dungeon’, albeit a floating one. A cruise ship is just a floating/moving hotel that you can’t get off. In fact, a boat is more constrained than a dungeon as because, as a general rule the space outside the ‘boat dungeon’ is a sort of null space, a watery desert. Normally outside a dungeon is at least explorable terrain.
With this in mind, let’s image what other constrained spaces could serve as “dungeons” – submarine, train, plane, that cool network of underwater tunnels in 1983 Jaws 3-D, (in fact this is a crazy dungeon where stone is replaced by seawater!), a strip mall, stadium, a cinema (1985 film Demons anyone?), jail, school, spaceship, subway, space station, Towering inferno, funfair, etc.
PS – While we are at it, we should probably acknowledge that every adventure format in TTRPGs/D&D is a point crawl. Dungeons are point crawls if you consider the connective passages to also be ‘nodes’ in the point crawl. Hex Crawls are point crawls where every node has 6 exits that lead to another node (if you exclude any terminal edge hexes). So … everything is a ‘dungeon’ when navigation choice is (and/or encounters are) quantized.
Summary, once you recognize that the classic and successful ‘dungeon’ format is just a constrained space with a finite number of linked locations, then other constrained spaces might occur to you to use as adventure locations.
That’s it.
#PodcastTaughtMeWhat





