The fractal dungeon

For real, this is how I prepare places and people, often while play goes on, on scratch paper.

“Dungeons and Dragons, but there are ONLY Dungeons and Dragons. Every place is some variety of Dungeon. Every creature is some variety of Dragon.”

The Fractal Dungeon is my version of the the five-room dungeon (1), but I’ve largely scrapped the granularity of the original version. Instead, I have a [first] Impression and around four Features. The key thing is that these rooms need three things each: Description, hook, and twist. I try to keep them to a sentence each.

For the town of Valley Quay (I’ve been running a gender-bent Loft of Ravens for the past six months), the town is the first ‘layer’ of the fractal and my ‘rooms’ are the most important places and people in the town. I won’t write the whole town, but rather an example of an Impression:

The Gate

Description: A pale rictus grin with dull eyes is revealed through a hatch in a claustrophobic and mouldy gate.

Hook: Guards annotate and sketch your weapons, indicating attendance to festivals is mandatory.

Twist: Captain Claw has a bargain with Lady Danbury to trade unique weaponry for information; Burgomaster Vallison thinks it’s to track violence.

And an example of a Feature:

Winking Raven Inn 

One of two older gentlemen welcome you to a warm space where a rangy bard sings unusual ballads and two children under ten bring sweet-smelling stew and mulled wine to customers.

Wynn the Barkeep knows and tells secrets to lead heroes to their goal; Danyeel shushes him with a frown.

Wynn and Danyeel are shapeshifting spies allied against the Devil; they know everything about the people of Valley Key and nothing about upcoming dooms.

Now, we fractal Winking Raven if it becomes more important into Entry and four or so Features. We’ve already written the Impression, so we just need the rooms, each with their own description, hook and secret:

Zeno Vallison’s Room

Do not disturb hangs on the door. Musty and unkempt. Tomes are stacked high beside a makeshift desk, thick with dust. A white cat feeds from a bowl on the floor.

Zeno’s notes and books focus on demonology and breaking trapping curses. A locket hangs by the bed with a picture of Eleanor Danbury, Lady Danbury’s daughter.

Eleanor was body-swapped with the white cat when Zeno attempted to escape Valley Key. The Eleanor kept isolated in Danbury Tower is isolated because Danbury believes she was driven insane by Zeno.

Combine this with Zeno’s presence in a Taproom feature, and multiply it by four, we have a solid tavern. And it’s probably important to note that I’ve written it out more than I would have for myself. Mine would be more like this:

Zeno’s Room. Do not disturb. Tome with the face of a demon caps a stack concealed by dust. White cat. Locket of Eleanor Danbury, body swapped with cat. Body is in Danbury Tower. Danbury thinks Zeno drove Eleanor insane.

Conjured from nothing, in the margins, as it were. Which means the entire Winking Raven is five paragraphs, each paragraph an adventure.

Anyway, I think it’s a neat way to write locations. What do you think? Comment and subscribe! Next I’ll write a little more about the Everyone’s a Dragon method of characterisation that I use for similar, keep it simple stupid reasons. I mentioned it in Challenge of the Week #1.

1 I can’t find the original blog post for the five-room dungeon, actually, or I’d link to it.



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