How to Write a Dungeon Crawl (in Actual Fiction and Not a Tabletop Game!)
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It’s still a goto for roleplayers, you see the equivalent in movies, but extended dungeon crawls are rare in genre fiction.
Even when you go back to Dungeon and Dragons‘ literary roots, you don’t really find proper dungeon stories!
Conan generally offers up 1-2 room complexes, e.g. in Robert E. Howard’s classic tale “God in the Bowl.” Tolkien uses mega dungeons, but with narrative summary and — unless they are really just an underground battlefield — only limited denizens. Clark Ashton Smith’s Seven Geases is close to a dungeon in setting, but in form is a quest story that happens to be underground.
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What makes a dungeon fun to play through — a series of puzzles and tactical or diplomatic challenges — just doesn’t automatically make it fun to read about, or easy to write. And the physical drama that works on screen — Indiana Jones stuff with narrow escapes and trundling rocks — doesn’t generate enough wordcount, and can only be visceral for so long.
Even so, it can be done, and modern writers do it and — of course — I’ve been pulling apart good examples to see how and why they work…
Several modern writers have pulled off extended dungeons crawls or similar. Just to name a few random examples: Paul S Kemp’s exquisite Egil and Nix stories are actually about professional dungeoneers in a Sword and Sorcery world. The climax to Michael J Sullivan’s wonderful Riyria Chronicles entails an underground adventure. And Kenneth Oppel’s wonderful Steampunk YA Skybreaker takes us exploring a drifting mega-zeppelin.
Taking them and others together, and without spoilers, here’s what makes a literary dungeon adventure work.