Sunday, April 19, 2026

Repetiton of the Boring Bits & Felltower

I repeat the same things over and over in Felltower.

"Okay, you head out of Stericksburg through the North Gate, across the dwarf-made Stone Bridge over the polluted Silver River, to Sterick's Landing. You pass the broken remains of a statue of a horse with Sterick on it, only his headless and armless torso remains. You pass through the slums on the north side of the river and up the winding track to the top of the mountain."

Every time.

Then it's picking an entrance, and making your way through the same tunnels, time after time after time.

You want to get to the "apartment level?" You have to walk there, and talk me through getting there. You have to tell me how you open doors, and who makes the roll and who is holding a crowbar or just shouldering it. You have to tell me who touches the doors with the six-fingered hand print to get by.

Every time.

You have to describe it all. No skipping ahead. If a passage is blocked and needs squeezing through, or a Will roll, or whatever, you have to make them.

Every time.

Why?
Players sit up and take notice when they change.

If I only ever mentioned the new things, and glossed over the repetition, they wouldn't have the same impact. You can argue this, but I used to do the "gloss over" thing. I pretty much told you what to pay attention to, because I only told you what was new and different.

But since they are always hearing the same things . . . and then hear different things, it piques their interest. It makes the dungeon feel more alive rather than just a series of connected encounters you can fast-forward to once you've dealt with what's beyond.

They don't always notice. There were signs, for example, that some people took residence in the dungeon for a while. The players didn't really pay too close attention to the differences in descriptions of noises and sights in the upper levels of the dungeon. A few months on, the NPCs finished what they wanted to finish, and left. The PCs did eventually find their camping grounds, but never when they were there or what they did. I said a few things, no one thought they were important ("Stay on target!"*), and they missed something. But equally, they've noticed very small differences in the dungeon and made real progress out of them.

Your choices matter.

Did you smash up the portcullis near the main entrance to block some monsters from using it? Now you can't use it, either. You killed off some monsters to get rid of a problem that slowed you down? You get the benefit of having smoothed out your travel path.

This has forced the players to spend time re-opening entrances. It gets people checking little mysterious oddities every time, hoping they'll provide a distraction, a reward, or a shortcut. It gets people trying to solve problems that annoy them on the regular. Yeah, the orcs were a problem for a long time. The PCs smashed them repeatedly. Why? Because they annoyed the shit out of the players every session they had to pay a toll, or deal with orc patrols, or blockede. If getting deeper in the dungeon was just a quick, "We pay our toll and now we're on level five!" or whatever, they wouldn't have done it. They cleared the well to make their path deeper easier. They make lots of decisions based on the repetitions.

I know for a fact this has cost me players. Not everyone has stuck my game out because of this. But it's okay. I like the two benefits I get. And if it costs me some players, it's okay. My style of game isn't for everyone. I don't try to make it so. I think it's how megadungeons function well. And it's how Felltower has evolved to be, and I like it.

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