The Halls of Arden Vul by Richard Barton is a truly massive megadungeon. It’s a love letter to AD&D and the classic megadungeons of the 1980s.
The good part of the classic feel is obvious. Listening to the 3d6 DTL podcast’s long-running Arden Vul campaign, it’s impressive to see the density of factions, the depth of the dungeon’s history, and the opportunities for interactivity. I would love to run it someday.
The bad part comes down to formatting and at-the-table ease of use. I wouldn’t say it doesn't do anything to incorporate the advances TTRPG usability over the last 40 years; it includes expansive overviews and aggressive cross-referencing, an improvement from the “figure it out yourself” opacity of a lot of ‘80s D&D products.
But it doesn’t go nearly far enough. The text is dense, written for casual reading rather than for quick reference. Ancient history is intermingled with recent events. There’s little use of bullets, bolding, or sidebars. Even little things reflect a retrograde formatting mentality; listing damage as “2-7” rather than “1d6+1” is a small detail, but it is a pointlessly archaic Gygaxism that can trip people up; particularly new DMs, or those who don’t easily intuit die increments from numerical ranges. Compare this to a modern product, like Necrotic Gnome’s OSE releases, with their signature house style, carefully calibrated for use at the table. Arden Vul is old school not just in play culture, but also in formatting and presentation.
Don’t take my word for it. Read Bryce’s review on Tenfootpole. He obviously has high praise for the amount of evocative detail and interactivity on display in Arden Vul. But his reviews also place a premium on ease of use at the table, and many of his criticisms of Arden Vul land here. See the “Jhentis the Ghoul” section of the linked review for an apt summary of the problem.
Browsing my own copy of Arden Vul, I have to agree with him. It is frustrating that such a massive, fascinating work should be held back by mere formatting and organization issues. Implicitly, the DM running this is expected to make up the difference. As Bryce puts it in the review: “Highlighters out! Actually, better buy a gross of them, you’ve got 1122 pages to read, absorb, and highlight.”
But it’s 2025. We aren’t limited to highlighters, right? Can’t we use… technology? Can we get the AI to do it for us?
On the Use and Misuse of Generative AI in TTRPGs
Generative AI is a hot topic in many spaces, including indie creative scenes like TTRPGs. While some indie and OSR creators have dabbled in using generative AI, there's a lot of ire directed at these tools as well, particularly from artists who object to Midjourney and similar image-generation software.
I’m sympathetic to concerns about AI content replacing human-made content. In the past, I used AI images on this blog, just to add some color to my posts. But recently, I’ve been losing interest in those image-generation tools. While my use of them did not displace any work that would have been commissioned to a human artist, I’ve nonetheless found that as AI-generated images have gotten “better,” they’ve lost some of the weirdness they had just a few years ago, and are turning into professional-but-bland tools, better suited for workplace PowerPoint presentations than TTRPG content. There’s much more to say on this topic, but that’s a whole post of its own, for another time.
AI image generation in action. Technically, yes, this delivers on the prompt request of "robot rearranging things in a dungeon room." But everything in it is either sharp-but-derivative (the very generic robot); blurred to the point of abstraction (the figures, the chest (?) on the left); or failing on a basic level to model a coherent 3D space (the archway, the candles, the stairs, the robot's lower body). Image generation like this is not a good replacement for human-made creative work.
But this skepticism of generative AI as a replacement for creative work shouldn’t blind us to the usefulness of AI as an assistant for routine tasks. AI tools in their current form are best at handling the least-interesting and dullest parts of the process, freeing up creators to focus on the really creative stuff. And one of the places AI can help the most is in session prep.
Next Week: Can AI Turn an Arden Vul Room Key Into Table-Ready Notes?