My house has a big and eccentrically designed cellar. The house was constructed around 1930 on a pretty steep hillside that once was riddled with drift mines (there is in fact a blocked-up entrance to a mine shaft in my back garden, which was revealed during excavations we did a few years ago - you can see the two concrete supports on either side of the filled-in opening in the picture below). And the cellar backs into the hill itself, so that for the rear two-thirds of it the floor is actually just the raw earth, sloping upwards from front to back of the house.
We don't venture down there very often (the front third of the cellar has a proper concrete floor and we use it chiefly as an oubliette for the vast amounts of junk we've accumulated over the years; bicycle storage; stowing away gardening equipment, etc.). And it is a pretty spooky environment. It is divided into fairly sizeable chambers by brick walls which serve to support the floor of the house, and between these chambers are little crawlspaces through which you can wriggle if you need to - for instance, just off the top of my head - get rid of the corpse of a rat which has somehow found its way down there and is slowly decomposing and creating a stink in the summer heat. It is dark, dank, and oppressive, the domain of those annoyingly frail, gangly-legged spiders, and whenever I go down there I can never quite shake the feeling that I am going to encounter a witch, werewolf, or gremlin.
I have made a number of observations during my explorations of this space over the time we've lived in the house that I think are useful to reflect on when imagining what dungeoneering would, quote-unquote, 'really be like'. Of course, it is impossible to really imagine what it would be like to explore an underground environment populated by orcs, black puddings, dragons and rats russet molds. But still, the experience has been helpful. Some lessons I have learned that I think would help to add to the verissimilitude of tabletop dungeoneering include:
- It is astonishing how disorienting and isolating an experience it is to be underground and away from daylight. Even if the cellar door is wide open on a sunny, breezy day and there is therefore plenty of natural light and air pouring in, as soon as there is a single wall between me and the door, I feel like I might as well be at the bottom of the ocean or on Mars. There is a vague awareness of distant noise - the far-off footsteps and shouts of the wife and kids; vehicles passing somewhere; the rumour of weather. But the world seems to close in to the immediate, small, boxed-off room which I occupy. And this is true within the cellar itself, wherein each little mini-room feels like its own universe. Before my adventures in my own cellar, I often thought that it was quite unrealistic in a dungeon environment to have neighbouring rooms with wildly varying content (why doesn't the tarantella in room 38 ever bother the tribe of orcs in room 37?). Now, I worry about that much less.
- By the same token, sounds and smells work very differently underground. It is not that when one is in a dungeon chamber one is hermetically sealed from all external stimuli. But it is the case that it is remarkably hard to pinpoint where sounds in particular are coming from. This, I think, is to do with the effect of echoes and also the fact that sounds emerge not through the walls themselves but through the gaps in the walls, which can fool the mind into thinking it 'knows' the sources of noise. I have often wanted to better systematise how sounds and smells travel underground. My experience in my cellar has indicated to me that this is a task requiring more work and thought than might first be realised.
- Crawling about underground is a workout - far more tiring than walking around, and particularly if it involves forcing oneself through holes or gaps in walls. Even if one is able to stand and walk, if one has to bend one's head at all, one feels uncomfortable and tense essentially all the time. This takes a toll. Travel in a dungeon would be slow and would have to take place in small doses.
- Other inconveniences include general filth, scrapes and cuts, and the fact that one rapidly finds a layer of grime and dust coating one's nostrils and throat.
- You are extremely vulnerable in cramped spaces. Stooped over, or - worse - crawling along on one's elbows, you would find it extremely difficult to even think about fighting, let alone do it. Your focus is on just avoiding pain (bumped heads or elbows or knees) and actually getting from A to B. Ambushes by subterranean natives would be incredibly easy to pull off on surface dwellers.
- You do not quite realise this when you are down there, because you are mostly focused on the task at hand, but you rapidly become depressed, miserable, and nervous - as well as irritable and jumpy. When you emerge into the natural light it washes over you like a balm and you feel a vast sense of elation, and it is then that you notice you have spent the last half hour in a state of low-level tension. A day of dungeoneering would be unbearably oppressive - people (hirelings and henchmen, anyway) would with a reasonbale degree of frequency go mad, panic, or just quit.
- There is a lot to be packed into a micro-environment underground. My cellar has, I would say, about eight distinct 'rooms', each of them just a few square metres in size. But each has its own 'feel' and its own content, and is relatively self-contained. There is a considerable amount of advnture down there, and that's without orcs and grey oozes and mimics (or treasure chests) to enliven the experience. As with hexmaps (see here, here, here, here and here), dungeons could contain a lot of stuff in small area.
Very timely post. I was just considering how sanitized combat in enclosed spaces has become. I've done some martial arts and I fenced competitively for several years. It's pretty easy to start imagining that all fights are on the piste or in the dojo, with lots of open space.
ReplyDeleteBut just imagine you're swinging that long sword in your office. Nearly half those swings are going to get jammed up on the bookcase and the desk, or knock out some ceiling tiles. Now imagine it's two on one. I'm thinking of house-ruling a penalty for close quarters combat in a cramped space and really starting to define what a cramped space would be.
I suppose there is an argument that dungeoneers have mad skillz and that these spaces are already taken into account in their proficiency bonuses or what have you, which is fine, but at least consider that a kobold lair is going to have a roof of far less than 2 m. That's Not to Code, as the inspector would say in these parts. It ought to have some effect on how combat goes between the human and the humanoid.
The piste is relevant, I'm not sure the dojo is, unarmed combat is not really about how much space you have IME. I wouldn't penalise fighters for being in dungeons if I were you. Never mind that they're supposed to be experts, what do you expect the game result of that to be?
DeleteThe trailer fight scene in Kill Bill Vol 2 is a good example of cramped quarters combat.
DeleteSince you're contemplating cramped, mouldering cellars, perhaps you'd enjoy this short story on tape?
ReplyDeletehttps://youtu.be/mvHgRbqcbzg?feature=shared
The disorientation underground is real. I remember being part of a group of 8 travellers back in the mid-90s who ventured into an extensive jungle cave system in the limestone karst region of northern Laos without a local guide, and within 10 minutes or so, 3 of us had 3 completely ideas on which way was the correct exit (1 traveller was adamant they knew the way out though the way they were suggesting led deeper into the cave). If I knew then what I know now about tropical caves, bats and horrible diseases, I probably would not have gone down there. The caves were also full of 'paths' - trails across the rocks and clay, worn smooth by forest animals and locals (there was an old animist/buddhist shrine deeper in the cave), and if you knew what you were doing, you stayed on that path. To venture off it, was to be confronted with bugs, large centipedes, and spiders (Laos has one of the biggest spiders legspan-wise in the world), piles of bird and bat guano, and hidden cracks and crevasses. Not an experience I will forget, nor one I would repeat, except with local guides. Great post! :-)
ReplyDeleteAn experience of mine, perhaps tangential, but of the same unmooring nature: Some years back, when my children were very little, a colony of wasps found a miniscule crack in the front step and established a nest within the basement ceiling, hidden above the pantry shelves. Sleep-deprived from several years of parenting, I found the gap and sealed it one summer afternoon, intending to keep the wasps from returning after their foraging.
ReplyDeleteThat evening, I went down to the basement for the near-daily ritual of post-bedtime laundry. It took a moment or two - too long - to realize that the light I had turned on had attracted half a dozen wasps, and that more were flying about, exploring. I had sealed them into the house with me. (And toddlers, and an inquisitive dog.) Yet this task - small-child laundry - could not wait. Nor could it, for days afterward, as I awaited the availability of an exterminator.
So I delved into that place, never turning on the light, pausing on the stairs for a time to allow my dark-adapted vision to take hold. Slipping to and from the laundry, crushing disoriented wasps underfoot as I could. Sneaking desperate moments into the freezer, with a headlamp, to pull carefully stored foods once easily reclaimed. Five days until the exterminator could come. Two more until the toxins killed them all. I forget how much longer until I could scrub every surface and object of the poison that made it accessible with light once more.
The level of grime would be a good indicator of the local ooze population. The more slimes, the less grime as they pick it up as they ooze about while hunting.
ReplyDeleteThere have been a few Dragon Magazine articles on this, esp 211's Ecology of the Dungeon and 322's Who's Afraid of the Dark?
And then there is Downcrawl and Veins of the Earth, both of which have plenty of rules and ideas on how to explore somewhat realistic caverns.
When I have to wriggle into the basement crawlspace to adjust the pump or fix a rodent mesh, I tend to pretend I'm an adventurer or sometimes Gollum.
ReplyDeleteThat observation about nicks and bruises remind me, one of the aspects of armor that games ignore is how it makes you invulnerable to that sort of thing.
Encumbrance is an other factor that's much more if an issue in cramped spaces. A backpack you won't notice wearing in a field could as well be a ship's anchor when you're duckwalking in a space 1m high and uneven.
-Joel Sammallahti
Having gone caving a few times as a teen, I would add this:
ReplyDelete(1) Actual caves are typically pitch black after a few feet.
(2) They're often filled with mud and the water is freezing.
(3) Squirming through a tight space - which happens fairly often in actual caving - would be more or less impossible carrying heavy gear or wearing armour
(4) I wouldn't go into a cave I didn't know the exits from for all the tea in China