Tag Archives: roleplaying games

Oliver’s Dungeon

In the late 1970s and early ’80s, maps for Dungeons and Dragons adventures were often printed in blue ink, ostensibly to prevent easy photocopying. (Photocopier technology has evolved since then.) A cartographer that I follow on social media, Tim Hartin, sometimes produces “old school blue” maps, hearkening back to the early days of the hobby.

I follow a thread where Tim posts a free map every week. It’s called Turgenev’s Friday Freebie Maps. I’ve been following it for years, enjoying his retro map style. (Tim Hartin, incidentally, is a big name in the industry, often producing maps for D&D adventures, such as CandleKeep Mysteries, published this past March.) A few months ago, Oliver saw me looking at one of these maps on my phone. He asked me about it, so I started explaining the symbols and whatnot. We got in the habit of looking at one or more of these maps every night as part of our bedtime ritual. We would read a book and then look at a map together. Oliver became very good at reading the maps, pointing out secret rooms, traps, statues, and even the occasional sarcophagus or other exotic, multisyllabic feature.

I recently saw that Tim posted a map that he was also offering as a print on mugs, t-shirts, and the like. I thought it was fun, so I bought a version printed on a tote bag. (We can’t have too many totes in this house.) Here’s the original post:

After receiving the bag, Oliver was astounded that one of the maps from my phone had appeared on something in real life. Maggie, nearby, didn’t immediately understand how to read the map, so Oliver excitedly sat down on the kitchen floor and gave her a lesson on old-school D&D cartographic symbols. I snapped a photo and posted it back on Tim’s thread. Here’s the shot:

Tim then sent me a direct message telling me that the post made his day and asking if he could produce a custom map as a “thank you” to Oliver. Um… Yes, of course! I mentioned that Oliver especially loved secret rooms. A few hours later, I received this fantastic map, replete with numerous secret chambers (the “S” symbols are secret doors):

Oliver’s bespoke dungeon.

This brought a lot of joy to our family, and I know that Tim Hartin was also warmed by the experience. The internet, for all its ills, is definitely capable of adding some light to our lives.

Dungeon Fantasy in the Classroom, Take 2

After the success of our venture with the Dungeon Fantasy Roleplaying Game last spring, my colleague and I decided to offer the activity again this fall. We had enough student interest to justify buying two more boxed sets. The photo below shows all the material organized and laid out before students arrived.

DFRPG sets labeled and ready to go (plus sample characters and lots of colorful dice).

Dungeon of Doom

Earlier this week, Griffin and Maggie created a four-level dungeon on my dry erase hex tiles. They were so excited about it that they wanted me to play in it, so Griffin volunteered to be the game master. It was his first time running a game and his first original adventure. When I asked what it was called, he replied, “The Dungeon of Doom.”

It was remarkably fun playing this game with the kids. Griffin was creative and clever, and I found myself not just playing with my children, but getting into the game. See below for a few pictures of the wild map. Beneath the pictures are some highlights from the session, written mostly for other tabletop gamers.

The Dungeon Master

Level 1

Level 2

Level 3

Level Four

Gaming Highlights
  • In one of our first encounters, we needed to use serious tactics just to survive. Ten enemy soldiers nearly surrounded us, but we were able to retreat into a narrow passageway where we could defend ourselves more easily. The passage was filled with water, though, which slowed everybody down and made for treacherous footing. As we continued retreating, we eventually discovered a trap behind us (some sort of “laser-like” forcefield) which made us hold our ground, duking it out in the muck.
  • There were numerous traps, illusions, and original magic items. A favorite item of mine was the “rock of heating” that becomes hot enough to start fires if it is in contact with organic matter. If it touches metal, however, it instantly cools into an inert, black rock. We’re currently using a helmet from one of our foes to keep it safely cool.
  • The dungeon included some “realistic” touches, like beds for the soldiers and barrels of preserved food (the soldiers lived on a balanced diet of “grain, meat, and vegetables.”
  • Griffin responded creatively to our ideas and questions. For example, we used the barrel of meat to lure a flesh-dissolving-slime monster closer to the lava pit for immolation.
  • Griffin was on top of the logistics, too, making sure that Maggie (playing an archer/scout named “Moon”) marked off her arrows every time she fired one.
  • We were playing the Dungeon Fantasy Roleplaying Game (powered by GURPS) which is more mathematically complex than straight Dungeons and Dragons. Griffin is completely on top of the math, easily managing damage resistance, injury types, armor divisors on bodkin point arrows, damage thresholds, negative hit points, and other fiddly bits. He also has a good grasp of the odds on a 3d6 bell curve.

Dungeon Fantasy In The Classroom

Two of my passions—teaching and roleplaying games—came together in this short piece. After running a gaming activity at school this year, the fine folks at Steve Jackson Games asked me to write up a blurb about the experience. It went live this morning.

The target audience is definitely gamers (who else ends up on the SJGames homepage?), but it shouldn’t cause Muggle eyes to glaze over too much.

(See also a PDF version in case the site goes down.)