Developing a Setting: My Trouble with Dungeon Moon

In my experience the success of a campaign is inversely proportional to how much thought I put into the setting before play begins. When I’m gearing up for session 1 of a new game I have two basic priorities:

  1. To come up with a central conceit which is wild enough to be memorable, and open ended enough to accommodate any sort of adventure I want to run in it.
  2. To do as little work as possible justifying that conceit.

On a Red World Alone is a good example of this approach:

  1. Game is set in a post-apocalyptic biodome city on Mars. There’s mutants and magic and factions squabbling over territory.
  2. The apocalypse was so long ago that nobody understands or has access to technology. That way we can still use the LotFP equipment lists.

It’s a cheap attempt to have my cake and eat it too. I wouldn’t accept that sort of shallow setting design in a published product, but it’s a good way to get a new campaign off the ground. As the game progresses tweaks and retcons can be made here and there to develop the setting into a more well rounded whole. Anyone perusing ORWA’s play reports will see that technology has been a prominent part of the game for awhile.

Which is a very roundabout way of introducing a question that has been floating about in my brain for years now: what do I want to do with Dungeon Moon? 

For the uninitiated: Dungeon Moon is a campaign I ran back in 2013~2014. It was set on an artificial moon built by a wizard who had decided a mere tower was beneath his dignity.  Eventually the wizard disappeared, and the inhabitants of his flagstone moon were left to fend for themselves. The PCs are the great grandchildren of his cooks and gardeners and such. They live in communities surrounded on all sides by horrible monsters and evil experiments. They venture out of the magical barriers that protect them in search of whatever comforts they can bring back to their community.

Dungeon Moon has all the makings of great setting. It’s the first time I really nailed it in making something “wild enough to be memorable.” The plan was always to develop the setting further, and eventually make it into a book. My problem is that Dungeon Moon was (and is) an absolute mess. Every campaign is a mess, but Dungeon Moon was particularly bad. Realistically the only salvageable thing I have from that campaign are the ideas it was based on. Everything I actually developed was trash.

I was in the grip of some really stupid ideas at the time. I had this obsession with creating complex areas described down to the color of the drapes. I had fat stacks of graphing paper that were dense with rooms, cross referenced a dozen different ways, and none of it was done clearly. Remember my old Deadly Dungeons posts? Imagine that, but for every single room. The information was too dense to use at the table, and writing it was too time consuming to keep up with the player’s rate of exploration.

That same obsessive over-documentation prevented me from making all the little tweaks and retcons that have allowed ORWA to develop beyond its early flaws. ORWA has no secret 30,000 word bible that I’ve bled and sweated over; which has allowed it to be agile in a way Dungeon Moon never could be.

I’ve actually made two attempts to fix Dungeon Moon. The first was in 2014, shortly after I stopped running the campaign, and is still burdened with many of the flaws that weighed down the first iteration. The second, in 2016, led to a fun few sessions, but wound up getting pushed aside in favor of other projects. It did result in the development of Flux Space though, which I still think is  the best way to model the idea of a moon-sized dungeon.

I think what I’m going to do is spend the next few P&P posts exploring the individual ideas that made up Dungeon Moon. I want to figure out what the setting needs, how to approach it and make it the fun and playable and shareable setting it always ought to have been.

Some topics to cover:

  • Town generation, management, and development. Dungeon Moon is very much a setting where the party will have a home base they return to and improve over time.
  • What is treasure? One of my biggest regrets is that I stuck with traditional treasure in a setting where pillows and meat should have been valued more highly than gold or silver.
  • Culture and faction development. It’s a longstanding conceit that human life is cheap and cannibalism is commonplace on Dungeon Moon. What other weird habits and communities have developed given the oddity of this particular apocalypse scenario?
  • A lot of ink has already been spilled on the subject of megadungoen design, but I might waste some time retreading old ground just to figure out what exactly it means to effectively expand the endless chambers of Dungeon Moon specifically.
  • History and cosmology needs to be explored in greater depth. Aside from a few details about the wizard who built the place, I never really explored the context in which Dungeon Moon exists. That would help provide some direction to the way the setting is developed. For example: what world does Dungeon Moon orbit?

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