In my last post I addressed a number of issues in brief in regards to problems some see with megadungeons and problems with perceived verisimilitude. A great way to improve the nature of of a megadungeon’s verisimilitude is to be aware of the relationships between monsters in the megadungeon.
The DM should of course design the overall power structure
of the megadungeon. Environments that are dominated by a single leader, cooperative
factions, disparate factions, a battleground between factions, or a true wilderness
are going to foster different sorts of relationships between the residents. Factions
can be divided along lines of species, confederacy of species, baroque
nobility, religious belief, or alignment.
After A DM determines the overall power structure of the
megadungeon areas of it should be designated as the territory of a specific
faction , a contested area, or
neutral/wilderness area. From here the dungeon could be stocked as normal
with an eye to the relationship of each encounter area (or collection of areas)
has with the powerstructure.
In sections of a megadungeon stocked by random method a DM
is free to decide on the relationship of monsters to the powerstructure or go
with random tools and build on that.
The most basic of way to model this relationship is to
determine if the monsters are invaders from outside the megadungeon
powerstructure (raiders, predators, or thieves) , loyal members of a faction,
disloyal members of a faction, subordinates of a faction, or opponents of a
faction.
Relationship with Faction/Powerstructure
Centralized Power
|
Cooperative
Factions
|
Competing
Factions
|
Battleground
|
|
Invader
|
2-3
|
2-3
|
2-4
|
2-3
|
Disloyal
|
4-5
|
4-5
|
5-6
|
4
|
Loyal
|
6-10
|
6-8
|
7-9
|
5-7
|
Subordinate
|
11
|
9-11
|
10
|
8
|
Opponent
|
12
|
12
|
11-12
|
9-12
|
Roll 2d6 based on the genral power structure of the dungeon.
After determining the relationship to a monster or group of
monsters with the power structure the relationship between neighbors should be
determined by the DMs concept of the dungeon at large, making use of your rules
reaction tables, or give a roll of the following table.
Modifiers for Table 2
Invader
|
Disloyal
|
Loyal
|
Subordinate
|
Opponent
|
|
Invader
|
0
|
+1
|
-3
|
-2
|
+1
|
Disloyal
|
+1
|
+2
|
-4
|
-2
|
+2
|
Loyal
|
-3
|
-2
|
+4
|
+4
|
-4
|
Subordinate
|
-2
|
-2
|
+4
|
+1
|
-3
|
Opponent
|
+1
|
+1
|
-4
|
-3
|
0
|
F-Friendly,C-cooperative,N-Neutral,A-Aggressive, H- Hatred
or Hostility
Table 2 Relationship with neighbor
3 or less
|
Hatred or Hostility, open violence against each other likely
|
4 to 5
|
Aggressive, pushing to overtake neighbor or resources
|
6 to 8
|
Neutral, may exploit weakness in neighbor
|
9 to 10
|
Cooperative, may move to aid each other
|
11 or more
|
Friendly, will move to aid quickly and willfully
|
Following these guidelines either mechanically or in general
spirit will result in a rich megadungeon environment where factions battle with
each other and neighbors support or plot against each other.
As the PCs come storming in or sneaking about there will be a web of relationships they may be able to exploit or fall victim to.
this is good stff
ReplyDeleteI like - ganking for later use.
ReplyDelete