Tuesday, December 16, 2025

Dungeon Rooms are Nouns, Dungeon Corridors are Verbs

I sometimes think about dungeon design like this: Rooms are for nouns, corridors are for verbs. 

Explaining what is going on there requires some background.

Why are corridors important at all? Many modern dungeons eschew them. I think part of the challenge is that writers publishing dungeons often want to fit an entire map floor on a single page of a book or PDF. Many otherwise very good dungeons feature cramped, close-together rooms because of product design, not dungeon design. 

But those corridors serve important purposes, many of which are covered well here. So dungeons should have more corridors. How should we design them differently from rooms? 

Dungeon Rooms Are Nouns

The room is defined first and foremost by its contents. The classic dungeon stocking options of “empty/monster/treasure/trap/special” are essentially noun-focused. Something may be happening in the room, but any action is derived from the contents. If you are GMing a minimally keyed dungeon, and the PCs approach a room that simply says “guard post: barricade, 3 goblins” you are going to intuit the action downstream of those nouns. Are the goblins alertly watching out for intruders? Or arguing with each other? Asleep? You may infer the answer, you may roll for it, but it is downstream of the contents. Rooms are noun-forward.

Dungeon Corridors Are Verbs

Corridors are typically not defined by their contents. I’m excluding a “great hall” or “foyer” here. We are talking about corridors that are exclusively transitional spaces between rooms. They are not defined by their contents but instead by action, by what is going on within them.

Wandering monster or random event tables are the classic way of adding verbs to corridors. I strongly agree with Fae Errant's linked post above that there’s typically no need to roll for wandering monsters in rooms; those rolls are doing the most work in corridors. Corridors ensure that there is always a cost to exploring. 

Corridors ask: 

  • What are the players doing? Searching, sneaking, pursuing, fleeing? Consider the party's pace.
  • What are the monsters doing? Consider using the nested table style of Hot Springs Island, or the supplemental tables in The Monster Overhaul.
  • What is the dungeon doing? Depending on the degree of motive agency we assign to the space itself, hazards and obstacles can be thought of as verbs the dungeon itself apples to corridors.
  • Has time passed? Have torches guttered out? Spells expired? Corridors ask these questions.
  • What has already happened during the delve? Is anything recurring? Is it time for any consequences of prior action to make themselves known?
  • What has changed since the PCs last traversed a corridor? What is changing right now?

An animated gif of Garak from the television show Star Trek Deep Space 9 saying "Now if you'll excuse me. My dungeon awaits."

Touch Grass

The same ideas can apply outside the dungeon. For example, I usually use pointcrawls for outdoor exploration. Each location is very noun-heavy, but the paths between points are the places for verbs. 

Dungeon Thresholds Are Adjectives

This is less essential than the noun/verb distinction, but if you want to take it a step further, consider adjectives as thresholds. Adjectives are relayed to the PCs when they first enter a room, then give way to the nouns as the room is explored in earnest. The adjectives serve to mark the transitional space. How is this room distinct from the corridor you are exiting? The adjectives are often most prominent when the PCs are still deciding whether or not to enter a space.

Adjectives can answer questions like the following: 

  • What hidden thing in the room should the PCs be looking for?
  • What was the room recently used for? 
  • What was the room’s original purpose? 
  • What is most immediately noticeable sight, sound, and scent?

Tuesday, December 9, 2025

Imagining the Far-Future Year of 2025

It’s always an event when the real world catches up to the putative timeframe of a famous science fiction work. If you’re on any form of social media, you have probably seen this in action. Blade Runner, released in 1982, was set in 2019, and when the real 2019 arrived, people had a fun time posting about it. Soylent Green, released in 1973, is presented as taking place in 2022, so in real-life 2022, the Soylent Green posts duly appeared. It’s easy to pick some tentpole speculative fiction, particularly of the dystopian variety, and joke on social media about how the fiction does or does not reflect the real world.

But whatever you thought of the state of society in 2019, it bore only a faint resemblance to the rain-soaked, neon-drenched vision of Blade Runner. And while I saw posts comparing the pandemic-stricken world of 2022 to Soylent Green, I think that’s even more of a stretch. Soylent Green was primarily concerned with overpopulation, a pertinent topic in the 1970s that didn’t figure in real-world 2022’s problems. Different dystopia.

But I want to credit two* works of fiction that correctly predicted some interesting things about our real-life present year of 2025: the 2013 Spike Jonze movie Her, and the 2006 Vernor Vinge** novel Rainbow’s End. I have endeavored to keep this post spoiler-free, but feel free to check out one or both works and come back afterward, if you are conservative on hearing plot details.

Her

Her is the story of a lonely man who falls in love with an artificial intelligence on his computer. It is hardly the first piece of science fiction to explore the idea of a person falling in love with a robot or other artificially created person. But most other works were about robots, and were set further in the distant future. The titular character in Her is decidedly non-physical, and much of the story involves the two main characters navigating what that means for their developing relationship.

Life imitates art, and in real-life 2025, there are now many stories of people interacting with AIs as if they were real people. The movie was so influential on artificial intelligence that OpenAI, the creators of ChatGPT, tried to get Scarlett Johansson (who portrayed the AI in Her) to lend her voice to their products. After she refused, they went with an allegedly similar voice, which got them into legal trouble.

Her is not a precise picture of 2025. The setting almost feels like a utopia, apart from what seems like a widespread epidemic of loneliness. The technology around AI is decidedly well ahead of our real-world tech. But its vision of how AI would affect relationships, and how people would try to find genuine connections with AIs – is seriously prescient.


An animated gif of actor Joaquin Phoenix spinning around, grinning deliriously, in the movie Her


Rainbows End 

Rainbows End, like Her, is set in the California of 2025. The primary point-of-view character is an elderly man who has been cured of dementia and had his health so thoroughly restored that he looks like a 20-something. But he doesn’t fit in at all in this new world, and his struggles to grapple with change inadvertently embroil him and his family in a conspiracy that threatens world stability.

Rainbows End heavily emphasizes augmented reality, where virtual worlds and interfaces overlay the real one. This technology does exist in real-world 2025, and is getting more widespread by the day, but it is not integral to the fabric of everyday life as it is in Rainbows End, where many people have multiple overlays of projected reality on top of the “real” world. The real world may look a lot more like Rainbows End by the 2040s or 2050s, but it isn’t there yet in 2025.

That said, the Rainbows End is prescient on several other topics. A big chunk of the story hinges on a battle around a university library and the digitization (and subsequent destruction) of its book collection. It also thinks deeply about how education and careers would change in a world so completely saturated with data. The book understands how children become intuitively fluent in new technologies, often in ways that they can’t even explain, and how quickly they lose their connection to cultural experiences that aren’t represented in the virtual worlds and communities they inhabit. Finally, it groks how online fandoms become powerful forces on their own. The height of the Pokemon Go craze, with fandom filtered through augmented reality, would have fit neatly in the world of Rainbows End. 

If the worst thing you can say about a work of speculative fiction is that it predicted changes accurately, but a bit more quickly than they actually happened, that’s a good sign that the work did its job.

Sir, This is a Wendy’s

So what’s the relevance to roleplaying games?

You can create verisimilitude in a game world by thinking deeply about how ordinary people use technology (or magic, or whatever is the "disruptive tech" of your fictional setting). It’s easy to think about high tech or high magic in the ways our PCs will interact with it, especially in a heroic fantasy game or a cyberpunk thriller. But we should also think about how ordinary people use it, and how that would show up in the quotidian fabric of the world.

What is world-changing one day is completely ordinary the next. And the time it takes an idea to go from world-changing to taken for granted is surprisingly short. There’s no shortage of examples in real-world 2025; technology that would baffle the previous generation is completely natural to modern-day young people.

And it is better to take some big swings and big misses than to conservatively aim for what seems most plausible. The example of a conservative approach that always comes to mind for me is the driverless car aesthetic you see in a lot of TV sci-fi, like the third season of Westworld or the futuristic parts of Netflix’s Bodies. The car design there is very believable… a little too believable. I don’t see a vision, a speculative gamble that really makes me curious about this future. Don't play it to safe with speculative fiction; better to be interesting and wrong than boring and right.


*Honorable mention to Futuresport, the 1998 made-for-TV movie starring Dean Cain, Vanessa Williams, and Wesley Snipes. It isn't saying anything that Rollerball or the Running Man or other movies hadn't already said better. But to its credit, Dean Cain’s voice-activated smart home is pretty close to what an Alexa-plus-AI home would provide to a real rich person in 2025.

**Another of Vinge’s novels has one of my favorite examples of a science fiction author predicting the future and getting it almost (but not quite) right. Vinge's novel Marooned in Realtime was published in 1986. The story makes passing reference to a big-budget film adaptation of the Lord of the Rings, released around the turn of the century. Fellowship of the Ring was released in 2001, so Vinge nailed this prediction. 

But Vinge, presumably working on the novel in the early 1980s, guessed that it would be none other than George Lucas helming that LOTR adaptation. In real-life 2001, Lucas was of course doing his own big-budget trilogy; but he was halfway between Phantom Menace and Attack of the Clones, not working on LOTR.  

It is hard to fault Vinge for this guess, as he was writing when Lucas was at the height of his creative powers, fresh off Star Wars and his Indiana Jones script. And obviously Vinge couldn't predict the strange career path of actual LOTR director Peter Jackson, whose first feature film hadn't even come out yet when Marooned in Realtime was published. But I love these little moments in speculative genre fiction, and the subtle details that separate what is shockingly correct from what is so far off the mark.

Tuesday, December 2, 2025

The World's Largest Rewrite: Grey Horse, Devil Swine, and Normal Humans

Last time: The World's Largest Rewrite: Floating Heads, Mother Fungus, Cellipedes

#60: Horse. OK, yes, I jumped into this exercise without really thinking about how to handle the various mundane “monsters” in the OSE bestiary. I don’t want to overlap with mules and camels, so I’m going to dive deeper into the Monster Overhaul, my manual of choice, to populate this one.

The book includes an entry for a “grey horse,” a strange constructed thing in the shape of a horse that challenges travelers to make clever rhymes, eating their rations as punishment if they fail. The grey horse seems too benign to be a prisoner, and too capricious to be one of the jailers. I’ll treat it as an invasive species, but without explaining how it got here (the grey horse just shows up in places where it is not wanted).

#84: Normal Human. Ah yes, the most dangerous monster of all; the Normal Human. OSE defines them as “Non-adventuring humans without a character class. Artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves.” But they are also implicitly not bandits, or pirates, or nobles, or any of the other “monster” types in the OSE bestiary that are obviously humans, but have their own entry. Essentially this is what the modern game would call a commoner.

I think we have some Normal Humans here who are guilty of Abnormal Crimes. They’re probably not individually dangerous to adventurers; even the typical serial killer is more of an opportunistic-but-ordinary person, rather than someone with high levels as an assassin or something. These Normal Humans are like the prisoners in Con Air or the mooks in the Batman Arkham games. They are weak, but numerous. And they likely have some powerful leaders among them as prison bosses; maybe NPCs with classes, maybe actual monsters.

#106: Shark. Shark!! The shark brings us back to the submerged section of our dungeon. We want to distinguish a bit from the other monsters that have flooded (literally and figuratively) into the prison. Picking randomly among OSE’s three sharks, we get the bull shark, which can ram and stun prey for three rounds. This is a nice twist that you don’t really see from beasts in modern D&D. I like the idea of the bull sharks ramming prey as they pass through a transitory space like a submerged hallway. The hallways are navigable for the sharks but too narrow for the sea serpent, who is the alpha predator in the seawater sector. Stunned swimmers sink deeper into the depths, so attempting to rescue them presents further risk for their allies. The crabs clean up what the bull sharks don't eat, at the bottom of the halls, amongst the bones of failed prison escapees.

#70: Lycanthrope. I usually choose a subtype randomly, but in this case I am going to simply pick the devil swine, because (a. they’re much more evocative than the other, more standard lycanthropes, and (b. they’re evil, so they’re the easiest to explain as prisoners of celestials. OSE describes them as follows: “Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.”

A devil swine has 9 HD (!) and a charm ability. So these guys are not minor brutes, but instead dangerous bosses, and with their charm ability, probably a powerful faction in their own right. I imagine they’ve been strategically charming other prisoners to take over the prison and eventually try to escape. Relative to some of the other very archetypal monsters we have featured so far, “shapeshifting mind-control pigs” could really surprise players.

Another nice detail on lycanthropes is as follows: “Horses and some other animals can smell lycanthropes and will become afraid.” The grey horse and the mules are both aware of the devil swine and could help the players avoid them, or at least anticipate their presence.

#22: Chimera. Another folklore classic. OSE doesn’t provide any suggestions beyond a visual description. The Overhaul gives us more to work with, including a roll table that produces a chimera with a goat for the left head and hindquarters, a leopard for the center head and forequarters, and a newt for the right head and tail. It breathes poison gas and has no wings. Created by a wizard who is also probably interred here.

An animated gif of a green cyclops idling, then walking forward, then smashing the ground with both fists


#26: Cyclops. It’s interesting to compare the OSE cyclops to one from a more modern-style monster manual. The OSE version hews close to the Odyssey; it raises sheep, is slow-witted, and possesses the ability to curse people. All straight out of the Greek lore.

The 2014 5E monster manual, by comparison, shunts this information into the flavor text, abstracting it away from the source myths. Consequently, aside from its poor depth perception, the 5E cyclops has almost nothing to distinguish it from the statistically similar hill giant, which is a shame, particularly because 5E has an abundance of interchangeable brutes like this taking up space in the book.

The Overhaul parsimoniously groups the cyclops with the giants, so we’ll roll there to get some more of an idea of what to do with this dude. The “Why fight these giants?” table produces “They keep growing larger. Soon it won’t be possible to harm them.” So this cyclops was getting bigger and bigger with no end in sight, and the magic of the prison keeps that magical growth in check. The cyclops may even be a willing prisoner here, worried that the prison’s weakening structural integrity will reboot their uncontrollable embiggening.

#7: Beetle, Giant. The fire beetle (a fantasy firefly) and the oil beetle (a fantasy bombardier beetle) are the famous ones here, but rolling randomly tilts me toward the Tiger Beetle (a fantasy… uh, tiger beetle). OSE tiger beetles “hunt robber flies, but sometimes eat humans.” The bit about robber flies is useful, as we haven’t placed those guys yet.

The real-life tiger beetle has a number of gameable features we can steal, including antlion-like larvae that burrow into the sand to trap prey; an ability to charge very quickly toward prey, but with the need to stop and visually reorient; and the ability to mimic the sounds of toxic moths so that bats won’t eat them. We can tie these guys to both the robber flies and the bats when we get those results. 

#100: Rock Baboon. Once again I’m charmed by old-school D&D’s “animal, but slightly weird” approach, contra modern D&D’s harder division between mundane animals (lumped together in the back of the manual) and fantastic monsters. The rock baboon is a pretty straightforward monster per the OSE entry, but I do enjoy that they “communicate with screams.” Same, rock baboon, same. How far can we take that? 

Perhaps relative to other creatures in the dungeon, the rock baboons are particularly good at communicating important information over relatively far distances. The primary danger when encountering a single baboon or a small group is that they will alert the rest of their troop, even if they are far away. The baboons could even be useful allies if befriended, facilitating long-distance communication (filtered through baboon-speak, of course).

#134: Wolf. The most interesting bit about wolves in the OSE entry is that they can be trained, and that goblins ride dire wolves. So we have two possible routes here; wolves trained by the wardens to police the prison, and wolves ridden by the goblins we haven’t seen yet. The next entry better serves the prior option, so I’m going to go with the latter and assume these are goblin-affiliated wolves. We’ll put the wolves near the hobgoblins and leave the door open for a greater goblin zone in the prison.

#10: Blink Dog. Apparently we’re in the dog block. In addition to their signature teleport ability, blink dogs are lawful and hate warp beasts. I think it makes sense to consider them servants of the jailers. Their blink ability would make them well-suited to capture, corral, or pursue prisoners without the prison’s physical barriers limiting their movement. Perhaps they’ve been left to their own devices since the prison has gone to rot. A first encounter with the blink dogs will probably involve them shadowing PCs or observing them from afar to take their measure. They could be powerful allies for PCs who earn their trust by containing monsters or stopping escapes.

Dungeon Rooms are Nouns, Dungeon Corridors are Verbs

I sometimes think about dungeon design like this: Rooms are for nouns, corridors are for verbs.   Explaining what is going on there requires...