Difference between revisions of "Constructing a Dungeon"

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{{Community Guide}}
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This guide to '''Constructing a Dungeon''' for Amtgard was written by [[Amtgard X]] as a guide for creating dungeons for adventures and
 +
[battlegame]]s. The content was originally made for [[1001 Amtgardian Nights]].
 +
 
==How to Build a Castle or Crypt in Ten Minutes or Less==
 
==How to Build a Castle or Crypt in Ten Minutes or Less==
Okay, so few [[Amtgard]] [[Parks]] have actual underground
+
Okay, so few [[Amtgard]] [[Parks]] have actual underground facilities like caves or bunkers. So, how does one go about recreating those environments without spending hundreds or thousands of dollars in building materials or hay bales? Well, the answer is: use what’s available. Failing that, go to Home Depot and buy a case of “flagging tape” and some garden staples.
facilities like caves or bunkers. So, how does one
 
go about recreating those environments without
 
spending hundreds or thousands of dollars in building
 
materials or hay bales? Well, the answer is: use what’s
 
available. Failing that, go to Home Depot and buy a
 
case of “flagging tape” and some garden staples.
 
  
==What’s Available==
 
 
===Wooded Trails===
 
===Wooded Trails===
By far the simplest method of
+
By far the simplest method of dungeon construction is to use your imagination. If your park has clearly defined trails, it’s just a matter of saying “the trails are dungeon halls, the clearing at the end is a large room.” Have any [[Reeves]] keep an eye on the players to keep them “within the boundaries” of the encounter. While this does save a lot of preparation time, it also makes for a greater chance of argument about who stepped “out of bounds.”
dungeon construction is to use your imagination. If
 
your park has clearly defined trails, it’s just a matter
 
of saying “the trails are dungeon halls, the clearing at
 
the end is a large room.” Have any [[Reeves]] keep an eye
 
on the players to keep them “within the boundaries”
 
of the encounter. While this does save a lot of
 
preparation time, it also makes for a greater chance of
 
argument about who stepped “out of bounds.”
 
  
 
===Sparse Forest===
 
===Sparse Forest===
Second in ease is to run flagging tape
+
Second in ease is to run flagging tape between some trees at roughly chest-level. While it takes a little while to properly plan out, this option
between some trees at roughly chest-level. While it
+
provides are far more stability and predictability in game sessions - just by virtue of the fact that everyone can see the boundaries. Use different
takes a little while to properly plan out, this option
+
colored ribbon to denote different encounter areas, doors, traps and so forth. Also, be sure to clean up after yourself by removing the tape and placing it in a trash receptacle.
provides are far more stability and predictability
 
in game sessions - just by virtue of the fact that
 
everyone can see the boundaries. Use different
 
colored ribbon to denote different encounter areas,
 
doors, traps and so forth. Also, be sure to clean up
 
after yourself by removing the tape and placing it in a
 
trash receptacle.
 
  
 
===Open Fields===
 
===Open Fields===
Yeah, I know, this option totally sucks
+
Yeah, I know, this option totally sucks compared to the other two, but what can you do? If you don’t have a forest, you don’t have one. This
compared to the other two, but what can you do?
+
option requires a lot of imagination, mostly because all the encounters will be visible (if not reachable) from the very start (Pay no attention to the [[Mummy]] behind the curtain). Mark off the halls and rooms with flagging tape nailed to the ground. Use all the rules for imaginary walls presented following and be sure to hold all players to them. This option really works best for Maze Battles, but less so for true tomb-raider-
If you don’t have a forest, you don’t have one. This
 
option requires a lot of imagination, mostly because
 
all the encounters will be visible (if not reachable)
 
from the very start (Pay no attention to the [[Mummy]]
 
behind the curtain). Mark off the halls and rooms with
 
flagging tape nailed to the ground. Use all the rules
 
for imaginary walls presented following and be sure
 
to hold all players to them. This option really works
 
best for Maze Battles, but less so for true tomb-raider-
 
 
style [[Questing]].
 
style [[Questing]].
  
 
==Castles==
 
==Castles==
The simplest type of structure to build is the Castle,
+
The simplest type of structure to build is the Castle, mostly because all you really need are the outside walls. Castle walls should always be marked with bright flagging tape, either stretched between trees or nailed to the ground. If the Castle is also to serve as a Team [[Base]], be sure to make it larger than 20' and/or equip it with a door to help slow an invading teams progress. Castles should use the [[Indoor Rules]] (unless constructed with a Courtyard in mind), but not the rules for [[Darkness]]. This is the one type of game where hay bales are awesome. If you can afford it, have the place for it and don’t mind having to clean up the mess, hay bale Castles are a great way to spend the afternoon fighting.
mostly because all you really need are the outside
 
walls. Castle walls should always be marked with
 
bright flagging tape, either stretched between trees
 
or nailed to the ground. If the Castle is also to serve
 
as a Team [[Base]], be sure to make it larger than 20'
 
and/or equip it with a door to help slow an invading
 
teams progress. Castles should use the [[Indoor Rules]]
 
(unless constructed with a Courtyard in mind), but
 
not the rules for [[Darkness]]. This is the one type of
 
game where hay bales are awesome. If you can afford
 
it, have the place for it and don’t mind having to clean
 
up the mess, hay bale Castles are a great way to spend
 
the afternoon fighting.
 
  
 
==Dungeons, Crypts, Caves and Tombs==
 
==Dungeons, Crypts, Caves and Tombs==
Either using a little flagging tape or a lot of
+
Either using a little flagging tape or a lot of imagination, these types of environs make for a wide array of [[battlegame]] types. Role-playing scenario, grand [[Quest]], obstacle course or hardcore [[Militia]] battle alike can be held in a well-designed crypt. These tombs should be clearly marked with tape or well-defined trails. Encounter areas, assuming your game is more than simple [[Mutual Annihilation]], are generally set apart from one another to keep the action moving, but not confusing. An abundance of [[Reeves]] is essential in running such games, unless run “linear style” with one Reeve walking different teams through each encounter area separately.
imagination, these types of environs make for a wide
 
array of [[battlegame]] types. Role-playing scenario,
 
grand [[Quest]], obstacle course or hardcore [[Militia]]
 
battle alike can be held in a well-designed crypt.
 
These tombs should be clearly marked with tape or
 
well-defined trails. Encounter areas, assuming your
 
game is more than simple [[Mutual Annihilation]], are
 
generally set apart from one another to keep the
 
action moving, but not confusing. An abundance of
 
[[Reeves]] is essential in running such games, unless run
 
“linear style” with one Reeve walking different teams
 
through each encounter area separately.
 
  
 
==Mazes & Labyrinths==
 
==Mazes & Labyrinths==
Best done in open fields, the Maze is marked out on
+
Best done in open fields, the Maze is marked out on the ground. Be sure to use plenty of nails to hold the ribbon in place. Remember, a lot of feet are going to be moving around it, and nothing sucks more than having to stop and rebuild a messed up wall. Since one wall often serves to divide multiple areas, be sure to clarify in advance exactly how much combat can take place “through” the walls. (i.e.: [[melee]] attacks pass through, but not [[projectiles]]; all attacks pass through but players may not move through the walls; only [[magic]] passes though, etc.) Encounter areas
the ground. Be sure to use plenty of nails to hold the
+
often run into one another, as space constraints make maneuvering more difficult.
ribbon in place. Remember, a lot of feet are going to
 
be moving around it, and nothing sucks more than
 
having to stop and rebuild a messed up wall. Since
 
one wall often serves to divide multiple areas, be sure
 
to clarify in advance exactly how much combat can
 
take place “through” the walls. (i.e.: [[melee]] attacks
 
pass through, but not [[projectiles]]; all attacks pass
 
through but players may not move through the walls;
 
only [[magic]] passes though, etc.) Encounter areas
 
often run into one another, as space constraints make
 
maneuvering more difficult.
 
 
[[Category: What Lurks Below]]
 
[[Category: What Lurks Below]]
 
[[Category: 1001 Amtgardian Nights]]
 
[[Category: 1001 Amtgardian Nights]]

Revision as of 17:45, 26 February 2025

Template:Community Guide This guide to Constructing a Dungeon for Amtgard was written by Amtgard X as a guide for creating dungeons for adventures and

[battlegame]]s. The content was originally made for 1001 Amtgardian Nights.

How to Build a Castle or Crypt in Ten Minutes or Less

Okay, so few Amtgard Parks have actual underground facilities like caves or bunkers. So, how does one go about recreating those environments without spending hundreds or thousands of dollars in building materials or hay bales? Well, the answer is: use what’s available. Failing that, go to Home Depot and buy a case of “flagging tape” and some garden staples.

Wooded Trails

By far the simplest method of dungeon construction is to use your imagination. If your park has clearly defined trails, it’s just a matter of saying “the trails are dungeon halls, the clearing at the end is a large room.” Have any Reeves keep an eye on the players to keep them “within the boundaries” of the encounter. While this does save a lot of preparation time, it also makes for a greater chance of argument about who stepped “out of bounds.”

Sparse Forest

Second in ease is to run flagging tape between some trees at roughly chest-level. While it takes a little while to properly plan out, this option provides are far more stability and predictability in game sessions - just by virtue of the fact that everyone can see the boundaries. Use different colored ribbon to denote different encounter areas, doors, traps and so forth. Also, be sure to clean up after yourself by removing the tape and placing it in a trash receptacle.

Open Fields

Yeah, I know, this option totally sucks compared to the other two, but what can you do? If you don’t have a forest, you don’t have one. This option requires a lot of imagination, mostly because all the encounters will be visible (if not reachable) from the very start (Pay no attention to the Mummy behind the curtain). Mark off the halls and rooms with flagging tape nailed to the ground. Use all the rules for imaginary walls presented following and be sure to hold all players to them. This option really works best for Maze Battles, but less so for true tomb-raider- style Questing.

Castles

The simplest type of structure to build is the Castle, mostly because all you really need are the outside walls. Castle walls should always be marked with bright flagging tape, either stretched between trees or nailed to the ground. If the Castle is also to serve as a Team Base, be sure to make it larger than 20' and/or equip it with a door to help slow an invading teams progress. Castles should use the Indoor Rules (unless constructed with a Courtyard in mind), but not the rules for Darkness. This is the one type of game where hay bales are awesome. If you can afford it, have the place for it and don’t mind having to clean up the mess, hay bale Castles are a great way to spend the afternoon fighting.

Dungeons, Crypts, Caves and Tombs

Either using a little flagging tape or a lot of imagination, these types of environs make for a wide array of battlegame types. Role-playing scenario, grand Quest, obstacle course or hardcore Militia battle alike can be held in a well-designed crypt. These tombs should be clearly marked with tape or well-defined trails. Encounter areas, assuming your game is more than simple Mutual Annihilation, are generally set apart from one another to keep the action moving, but not confusing. An abundance of Reeves is essential in running such games, unless run “linear style” with one Reeve walking different teams through each encounter area separately.

Mazes & Labyrinths

Best done in open fields, the Maze is marked out on the ground. Be sure to use plenty of nails to hold the ribbon in place. Remember, a lot of feet are going to be moving around it, and nothing sucks more than having to stop and rebuild a messed up wall. Since one wall often serves to divide multiple areas, be sure to clarify in advance exactly how much combat can take place “through” the walls. (i.e.: melee attacks pass through, but not projectiles; all attacks pass through but players may not move through the walls; only magic passes though, etc.) Encounter areas often run into one another, as space constraints make maneuvering more difficult.