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Posts tagged ‘depthcrawl’

The Stygian Library - Emmy

The Gardens of Ynn and The Stygian Library are a pair of depthcrawl mini-campaigns by Emmy “Cavegirl” Allen. It would probably be more accurate to describe them as THE depthcrawl mini-campaigns, since the entire depthcrawl concept was invented by Allen for these books.

The Gardens of Ynn came first. A 79-page, PDF-only book with fairly crude productions values, but golden content. The Stygian Library was more or less the sameF, but a 2020 Kickstarter saw this book revamped with gorgeous gothic illustrations and a deluxe printed edition.

INTO THE GARDENS

One day you may find a strange door in a garden. It wasn’t there yesterday. It may not be there tomorrow. But today it looks as if it’s been there for a hundred years, and above it are written the words The Garden of Ynn by way of Whiteoak. Or Hobbiton. Or Waterdeep. Or Bywater-Under-the-Bay.

On the other side of the door is a different garden. A strange and feyish place of glass-roofed mausoleums, singing orchards, and frozen silk-gardens. Haunting these hedgerows are bonsai turtles, giant caterpillars, animated chessmen, and ferocious white apes. And if you choose to go exploring – to go deeper – there are stranger things to be found as the skein of the garden peels back: steam pipes and splicing vats and the vivisection theatre.

LOST IN THE LIBRARY

“Put enough books in one place, and they distort the world.” The Stygian Library is that place between worlds towards which any building stacked high with books (or scrolls or tomes) is bent. Pass between the shelves, explore the chambers of learning, and you may find yourself passing to another realm where the rows of shelves continue without end.

Here there are chained books, silent printing presses, time-locked vaults, and spirit planetariums, all carefully attended by the five Orders of Librarians – Red, Yellow, Black, White, and Grey – who pursue a secret agenda that is somehow related to the spirit tubes and phantom pumps that seem to lace the library’s hidden ways.

Because the Library connects all great stores of knowledge across the multiverse, the answers to almost any question you might ask can be found here… and this is precisely what will lure many into its dusty halls.

WHAT IS A DEPTHCRAWL?

I’ve written up a detailed overview of depthcrawls, but here’s the quickie version: Depthcrawls are a method for procedurally generating an exploration scenario. Each keyed site is created by randomly combining three or four different elements:

  • Location
  • Detail
  • Event
  • Encounter

So, for example, in the Stygian Library you might generate:

  • Reading Lounge
  • Funeral Urns
  • Footprints, Litter, Notes, & Other Signs of Passage
  • 5 crawling things

These are not, it should be noted, simply enigmatic entries on a random table: Each element is supported by a meaty, play-oriented entry. And so, in this case, I know that the PCs find an assortment of funerary urns arranged around a comfortable room with richly upholstered couches and elegant coffee tables. From several of these urns, there are footprints leading away from them… and as I’ve generated “crawling things” as the encounter, it’s reasonable to intuit that these “foot” prints belong to crawling things which have somehow emerged from the ashes within the urns.

Or perhaps something completely different.

That’s the beautiful alchemy of the depthcrawl: In the process of bringing these disparate elements together (both with each other and with the current circumstances and continuity of the campaign), you – as the GM – will be performing a constant series of creative closures, making every journey into either the Garden of Ynn or the Stygian Library utterly unique. In practice, it very much feels as if you an Allen are engaged in a beautiful dance, your own creative impulses – and those of your players – swirling endlessly with the raw fodder of these setting/adventure books to summon forth something truly magical.

As the PCs journey deeper (into either Garden or Library), their current “depth” serves as a modifier on the random tables, slowly pushing the results towards both greater terrors and terrifying truths.

LIMINAL SPACES

The Gardens of Ynn and The Stygian Library are in some ways completely different from each other, but in many others are clearly cut from the same cloth. Indeed, one might say that they are superficially distinct, but unified by a common soul.

What they most essentially share in common is a fey-ish tone that I would describe as “a somber funhouse.”

Funhouse dungeons are designed like carnival rides: Whatever wild whims seize their GM are thrust together, usually with a wacky or comedic result. Ynn and the Library are built to similar effect, but their sense of the absurd is a deliberate invocation of an inhuman and alien environment beyond mortal ken; it hews true to the spirit of Alice in Wonderland, which seeks enlightenment in madness.

“Don’t look too close,” says the funhouse dungeon. “We’re just here to have fun!”

“Look very close,” says Ynn and the Library. “For what could be more fun than the absurdity of truth?”

WHO CAN VISIT THE GARDENS & LIBRARY?

The Gardens of Ynn and The Stygian Library are OSR products, designed for that vague smear of pre-1985 D&D and/or the many clones and near-clones of those games which have appeared over the last couple decades.

Personally, I ran The Gardens of Ynn for 5th Edition without any great deal of difficulty. The most troublesome bit are the monster stat blocks, but you can achieve a great deal with some simple re-skinning. Honestly, the adventures find such a unique vibe that any GM with moderate experience could probably easily use them in a wide variety of systems and settings with little difficulty: Numenera, Savage Worlds, Monsterhearts, etc.

QUIBBLES

The Gardens of Ynn and the original edition The Stygian Library both list their locations, details, and so forth in the order that they appear on the random tables. In my experience, this made it unnecessarily difficult to find the entries for stuff as I generated it. Someone appears to have figured this out, however, and the revised edition of The Stygian Library alphabetizes everything.

… that’s it for my quibbles.

CONCLUSION

Either or both of these books get my highest recommendation.

I’ve run The Gardens of Ynn several times, including with the Alexandrian Game Club, and it’s been a smashing success every time. I described it as a “beautiful alchemy” above, and that really is the experience of running it at the table. It’s been such a wonderful experience that I’m looking into the possibility of launching an open table with the campaign.

It’s not just the depthcrawl itself, which is a very nifty structure for procedural content generation. It’s Emmy Allen’s crystal-clear creative vision, which effortlessly flows from the page directly into your campaign with soul-searing pathos, innocent whimsy, and a delightfully surprising pulp steampunk.

If you’d like to see what this looks like in practice, I’ve done a video on Twitch demonstrating a simulated run of what using the book looks like from the GM perspective.

Regardless, these are both books you should pick up as soon as your pocketbook allows!

GARDENS OF YNN

Style: 3
Substance: 5

Authors: Emmy “Cavegirl” Allen
Publisher: Dying Stylishly Games
Cost: $5 (PDF)
Page Count: 79

STYGIAN LIBRARY (Revised)

Style: 5
Substance: 5

Authors: Emmy “Cavegirl” Allen
Publisher: SoulMuppet Publishing
Cost: $30 (Physical) / $9 (PDF)
Page Count: 160

The Desperate Lands - nextmars

Go to Part 1

You can run a depthcrawl using just the material above, but you may find these advanced options useful. It should be noted, however, that these options are only lightly sketched in. There are quite a few options and variations you could pursue in achieving any of these.

GETTING LOST

If the PCs become lost:

  • Add d4-1 depth increments (instead of whatever the normal depth increment is).
  • Generate a location at their new depth, which is unconnected to any known location.

Option: If they roll the maximum result on the d4, re-roll using a d6-1. If they roll the maximum result again, step the die result to d8-1. Repeat as necessary.

PCs could become lost by:

  • Fleeing a fight
  • Getting captured
  • Suffering a catastrophe
  • Unwilling teleportation

You might also require navigation checks when the PCs are moving between locations. On a failed check, they become lost.

PROGRESS

If the PCs are searching for something specific, you could:

  • Randomly determine which location it’s in (and then the PCs can find it when they find that location); or
  • Make a random check in each new location to determine if the thing they seek is there (1 in 6, 1 in 10, or whatever feels appropriate).

Alternatively, you could use a system of progress:

  • Set a seeking value based on how difficult and/or distant the desired objective is.
  • When the group’s progress equals the seeking value, they’ve achieved their goal.

How the group increases their progress will depend on what it is they’re seeking. Options might include:

  • exploring a new location
  • getting information from an NPC
  • reading a relevant tome
  • finding a clue

For example, in The Stygian Library, Emmy Allen includes a progress system that can be used to determine when the PCs have successfully found the information they seek within the library.

PCs might also lose progress by:

  • being lied to
  • becoming lost
  • having information or vital artifacts destroyed

What does “progress” actually represent?

One option is that it’s entirely a matter of pacing: There’s just a point where you finally stumble onto the thing you’ve been looking for.

Alternatively, it can represent a breadcrumb trail: A says they think B might know something, but when the PCs get there B is dead (perhaps leaving a documentary clue or maybe you need to hunt down their phantom) or missing (solve their disappearance) or doesn’t know (“…but you know who might?”) or has reportedly gone to location C (“let’s follow them!”).

In practice, it’s likely that the players will provide their own breadcrumb trail by coming up with some clever idea (or not so clever idea) for how they can pursue their goal.

GETTING DIRECTIONS

One weakness of a procedural generation system like a depthcrawl is that it becomes difficult to provide directions. If they’re exploring some unknown land and you run into a friendly native, it would be perfectly natural for the PCs to ask a question like, “Where’s the Ebon Bindery?”

But in a depthcrawl you don’t actually know where the Ebon Bindery is until you’ve randomly generated it, so how can you respond to the perfectly natural question?

Obviously one option is to stonewall: Nobody ever knows where anything is. But this is unsatisfying for any number of reasons (it breaks the suspension of disbelief, it negates meaningful choice, etc.).

Another option is to use progress (see above): Simply say, “The old man gives you directions to the Ebon Bindery,” and set a seeking value. When the PCs follow the directions, they gain progress.

An alternative would be to pregenerate the pointcrawl map between the PCs’ current location and their desired location. You could do that by just randomly rolling until the Ebon Bindery turns up, but it may be more effective to just arbitrarily decide how far away the Ebon Bindery is (or roll 1d6+2 or something like to randomly determine it) and then simply generate the requisite points between here and there. (This is more time consuming, but has the advantage that you can now tell the players what the actual directions are: “You need to head south past the tree bearing Jarcani runes, then turn southeast until you reach the Crimson River…” And so forth.)

REPEATED LOCATIONS

When you re-roll a location that you’ve previously rolled (and placed), what should happen? Broadly speaking, there are two options.

It’s the same location, in which case you draw a path from the PCs’ current location back to the previously visited location. They’ve ended up going in a circle.

It’s a similar, but different location. Roll a new detail and event to customize the new location.

Depending on the situation, you might:

  • Always do one or the other. (Note, however, that never having the pointcrawl map loop back on itself will result in a less interesting and perhaps even frustrating map.)
  • Arbitrarily choose based on what makes the most sense.
  • Randomly determine. (Perhaps roll 1d6; 1-4 means it’s the same location, 5-6 means it’s a new location. Or the other way around.)

Whatever method you use might also vary depending on the type of location. (There’s only one Crystal Grotto in the Forest of Doom, so once you’ve generated it, all future instances are a path back to the same Crystal Grotto. On the other hand, there’s any number of Ancient Trees to be found.)

CHART A COURSE

Let’s say that the PCs want to go back to a known location but NOT by the route they know. (Maybe the way is blocked by goblin cannibals or a volcanic explosion has wiped out the road they took. Whatever.) To accommodate this, you might add a GO AROUND move:

  • Make a navigation check. On a failure, treat this as a Go Deeper move instead. (They cannot find their target location.)
  • On a success, move the group’s depth one depth increment closer to their target location.
  • If their current depth equals their target depth, they’ve found a path to that location.
  • If not, make a depth check on the Location table, a depth check on the Details table, and roll for an Event.
  • Make an encounter check.

PCs who are lost should not be allowed to Go Around until they have oriented themselves.

RETURNING TO THE DEPTHCRAWL

If the PCs leave the depthcrawl and later return, how should that be handled?

TABULA RASA: In both The Gardens of Ynn and The Stygian Library, Emmy Allen wipes the slate clean. The previously generated map is discarded and you start again from the beginning. These are strange, feyish, and ever-shifting realms, and even your point of entry may not take you to the same place you arrived last time.

PERSISTENT MAP: The other extreme, of course, is to simply not do that. If you leave the Underdark, but then choose to return, the pointcrawl map you’ve generated (and the navigational knowledge the PCs have gleaned) persists.

Of course, if you enter the Underdark or the Venom Abyss from a different location, then it would be perfectly appropriate to begin generating a new pointcrawl map using the same depthcrawl generator. (An interesting question in this case would be whether or not it’s possible to link this new pointcrawl map with the older pointcrawl map. You might take some guidance from “Repeated Locations,” above, but it will also depend on exactly what and where these two entrances are.)

EVER-SHIFTING WAYS: If you want to capture feyish uncertainty or fracturing reality without a complete tabula rasa, you might consider making the paths between locations uncertain. For example, each time the PCs revisit a path there could be a 1 in 6 chance that the path no longer exists, causing them to become either lost or simply stumbling into a different location than the one they expected.

For a truly chaotic landscape, this check might be made every time they revisit a path (even on the same journey). For something subtler, perhaps you check the paths only between expeditions.

CONCLUSION

I’ve mentioned them several times already, but in conclusion I’d like to note that, if you’d like to see what a fully fledged depthcrawl looks like in all its glory, you should check out Emmy Allen’s The Gardens of Ynn and The Stygian Library. They were the first and, as far as I can tell, they remain the best exemplars of the form.

The Stygian Library - Emmy

Adventurer in Hell - warmtail

The concept of the depthcrawl was created by Emmy “Cavegirl” Allen for The Gardens of Ynn and The Stygian Library. It’s a method for procedurally generating exploration-oriented pointcrawls with a strong sense of progression into a vast, unknowable domain. Allen, in particular, uses the concept to great effect in creating feyish, non-liminal spaces, but I think it can be put to good effect in almost any number of ways.

WHAT YOU PREP

To create a depthcrawl generator, you need to prep:

  • Locations
  • Details
  • Events
  • Encounters

Each of these will be listed on separate random generation tables. The size of these tables, the number of entries appearing on them, and the organization of those entries will depend on both the desired scope of your depthcrawl and the specific depthcrawl procedure you set up (see below). You may also find it useful to create additional procedural generation tools — for example, The Stygian Library has a table of random tomes — but these are not strictly necessary and will depend on the particulars of your scenario.

LOCATIONS are the core element of each point in your pointcrawl. You can go very generic with these, perhaps offering nothing more than a label or a few words of description (e.g., “grove,” “stream,” etc.). But I think you’ll have better results if you provide at least some degree of specificity. A simple example might be something like this:

AN ANCIENT TREE

A tree at least two or three times larger than those which surround it. Its bark is intricately carved with arcane runes which glow blue during the day and crimson red at night. Close inspection reveals that several of these runes have been marred, rendering them unreadable.

But even higher levels of detail are certainly possible, perhaps ranging all the way up to providing a small map of a dungeon, cave, or building.

DETAILS either add to or somehow twist the nature of locations. These might be individual elements (e.g., a lamp-post or Jarcani runes) or they could be broadly thematic (e.g., lurid light or clockwork parts), with the former generally being additions to the scene and the latter usually altering it.

For example, if you combined “abandoned mansion” with “lamp-post,” that probably means that there’s a lamp-post at the mansion — perhaps quite naturally in front of it; or perhaps oddly standing in the middle of the dining room. On the other hand, “clockwork parts” might transform a “forest grove” into a technomantic marvel of mechanical trees and steampunk critters.

EVENTS are active elements that are either taking place in the location when the PCs arrive or which will happen while they are there. You generally want to avoid specificity here, instead indicating a broad type of event, so that events can be repeated again and again — transformed by their immediate circumstance — without the depthcrawl becoming repetitive.

The exception is any element of the setting which should be repetitive. For example, if there are strange crystalline pylons which float throughout the area and periodically send a pulse of light straight up into the sky… well, the arrival of a pylon is probably a good candidate for an event.

Another trick is to use an event to trigger specificity from a different random generator, such as your encounter tables. For example:

TWO FACTIONS ENGAGE

Roll twice on the Encounter Table to determine which creatures are present. Then roll on the Reaction Table to determine what their current relationship is (friendly, uncertain, or hostile).

Or:

MAGICAL GATE OPENS

Roll a random Location to which the gate leads. On a roll of 1, it instead operates as a sphere of annihilation.

ENCOUNTERS are a standard check and table for wandering monsters. You could flesh this out into a more robust generator (adding a reaction check, % lair, or other such things that seem appropriate), but you really want these to be procedural encounters, not designed encounters. You want to be able to inject these denizens freely into any number of situations.

CREATING LOCATIONS

The magic at the core of the depthcrawl is taking a location, detail, event, and (optionally) an encounter and weaving them together to create something unique. So if you prep twenty locations, twenty details, and twenty events, you don’t end up with twenty options, you end up with eight thousand options.

And really it’s even more than that because there are lots of different ways to interpret each combination of elements.

For example, let’s say you roll up:

  • Location: Ancient Tree
  • Detail: Clockwork Parts
  • Event: Magic Gate Opens

You might decide that the interior of the tree is laced with strange clockwork parts (which you can see where a bolt of lightning split the trunk long ago) and the runes are part of the powerful technomantic construct which can be used to open a magical portal.

Or, alternatively, you might decide that a strange clockwork device has been attached to the side of the tree and is very carefully slicing out each arcane rune from its bark one at a time. They are being collected by (roll an encounter) strange warriors wearing insectile-helmets, who return via a magical portal that opens while the PCs are investigating the tree.

DEPTH

The core concept of the depthcrawl is that the rolls on these random tables are affected by depth, with the results of the checks sliding across the table based on how far the PCs have progressed into the depthcrawl.

Note: Event rolls are often not affected by depth because they typically flow depth-affected content — i.e., random encounters — into a generic event type.

Depth itself is an abstract concept, representing how far the PCs are from where they started (the entrance of a labyrinth, the interplanar gate, their base camp, the silver skein that lies on the border of the afterlife, etc.): You can think of it as literal depth beneath the earth (i.e., similar to how you descend from one level of the dungeon to the next), but that’s probably more deceptive than not. Depth in a depthcrawl could just as easily refer to how far you’ve journeyed into the Venom Abyss of Planegea, for example.

Regardless, the further you get into the depthcrawl, the larger your depth becomes.

The most basic version of a depth check is a die roll + depth. For example, 1d20 + depth or 1d8 + depth. In setting these values, you’ll want to consider how deep a typical adventuring party will go and how many entries you want to key to each table.

For example, let’s say you see a typical adventure in the Venom Abyss going to a depth of 10-15 locations. If you’re rolling 1d20 + depth, that means you’ll need to key at least 35 entries (the maximum roll on the die + the expected maximum depth of 15).

You’ll also want to think about the cap value (i.e., 35+ if you’re keying for 1d20 + 15 depth). Broadly speaking, you can either set a maximum effective depth (i.e., even if you go past depth 15, you just roll as if depth were 15) or you can have some sort of endgame result, such as:

  • You arrive at Blood Mountain in the heart of the Venom Abyss.
  • You have passed into the Underdark or out the far side of the forest.
  • Reality itself begins to fray and break apart as you journey further into the Madlands of the Feywild.

You can also see how the group’s current depth creates a strata. If you’re rolling 1d10 + depth, for example, and you’re at depth 10, then you’ll have a “strata” of possible results from 11 to 20. Each change in depth changes the range of possible results, creating a “definition” of that strata that obviously overlaps with other depths: depths 10 and 11 are largely identical, but the difference between depth 5 and depth 10 is quite large, and the difference between depth 5 and depth 15 is complete.

Note: Hey! Couldn’t you just do a completely separate table for each individual depth so that every depth would be completely different from every other depth?

Sure! What you’re describing is actually quite similar to the dungeon level encounter tables from the original 1974 edition of D&D, but you may not find it particularly effective when used as part of a depthcrawl: Dungeon levels, for example, are filled with lots and lots of rooms, so you’ll use the level-based encounter tables repeatedly. In a depthcrawl, however, the PCs are almost always moving from one depth to another after just a single location, so you’d use all of your specialized tables only once-ish.

The other value you can play with is depth increment. Instead of increasing depth by just one point, you might instead increase it by 4 points (or 2 points or 5 points or whatever). The effect, obviously, is to more rapidly shift the group through the distinct strata of the depthcrawl. (Which can have the potentially negative result of either shortening the depthcrawl or requiring you to key much more material to handle much larger depths.)

Another technique you might consider is a depth pool. Instead of making a die roll + depth, you could instead roll a number of dice equal to the depth. For example, at depth 4 you might roll 4d6. This has the effect of rapidly increasing the average depth result while keeping lower results possible. (For example, each additional d6 of depth increases the average result by 3.5 and the maximum result by 6, but the minimum result by only 1. If you calculated a depth increment from the average of the roll, 4d6 would be equivalent to die roll + 14. But whereas die roll +14 has a minimum result of 15, the 4d6 roll obviously has a minimum result of 4.)

Note: You could mix-and-match different depth checks for different elements of the depthcrawl. For example, maybe you roll 1d20 + depth for locations, but roll 1d6 per depth for encounters, so that the location types throughout an area remain fairly constant, but the danger of encounters shifts rapidly.

RUNNING THE DEPTHCRAWL

When it comes to running the scenario, you can think of a depthcrawl as a kind of “cap system” for a pointcrawl: The core scenario structure is the pointcrawl itself. The depthcrawl is mostly added on top of that procedure in order to generate the pointcrawl map through play.

Start by creating the ENTRANCE:

  • Make a depth check on the Locations (You start at Depth 0.)
  • Make a depth check on the Details
  • Roll on the Events

This is the location where the PCs enter the depthcrawl.

On each navigation turn, the PCs will choose one of three moves:

  • Stay
  • Go Deeper
  • Go Back

If they STAY, they are remaining in their current location. Follow your normal procedures for that location.

  • Make an encounter check.

If they GO DEEPER:

  • Increase the group’s depth by one depth increment.
  • Draw a path between their current location and the new location.
  • Make a depth check on the Locations
  • Make a depth check on the Details
  • Roll on the Events
  • Make an encounter check.

If they GO BACK, they travel along a path they’ve already explored to a location they’ve previously visited:

  • Set the group’s depth to the established depth of the location.
  • Make an encounter check.

You can choose to make this a player-known structure by telling the players that these are their three navigational options (stay, go deeper, go back), but they’re structurally broad enough that you can run the depthcrawl as a player-unknown structure by simply interpreting their navigational declarations according to the appropriate move.

(For example, if they say, “Let’s head down the river and see where it leads,” that’s Go Deeper. If they say, “Let’s search the mansion,” that’s Stay. If they say, “We should go back to the Old Mill,” that’s Go Back. Possibly multiple Go Backs, which you can resolve one at a time, depending on how many points they need to pass through to retrace their steps.)

A key thing to remember is that the depthcrawl is designed to cover a vast and enigmatic territory. In general, it should be assumed that there are any number of potential ways that PCs could enter or leave a location. The fact that they only have a binary choice (go deeper or go back) is not reflective of every location being a chokepoint; it’s that in the absence of navigational information the choice of direction is arbitrary.

As they explore, of course, they will be gaining navigational data (i.e., the paths which connection locations), and will then be able to make meaningful navigational choices.

Go to Part 2: Advanced Options

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