In-Play: Dungeon Delves

In-Play: Dungeon Delves

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Image courtesy of Critical Hits

If you’ve followed my posts here you’ll know I’m a fan of role-playing during a game of D&D.  I certainly enjoy tactical war games, but if I want to play one I will generally choose something besides 4e D&D.  That being said, for those of you who couldn’t make it to GenCon this year, I’d like to tell you about a format that I thoroughly enjoyed: Dungeon Delves.

If you’re unfamiliar with the concept, the Dungeon Delve features pregenerated and simplified characters for a party of five players. They are timed events, and generally they last for one hour.  You score points based on your performance over two encounters.  You get one point for playing, two points for reaching the second encounter, three points for at least bloodying every enemy in the second encounter, and four points for finishing both encounters.  The encounters are designed to stretch the party’s resources and force movement.  The time constraint means you have to be ready on your turn and you can’t be debating strategy or looking up powers.  If time runs out on you, the game is over.  It doesn’t matter if the party is at full health and the last enemy is hiding behind a tower with 1 hp.

The result is a collaborative tactical wargame with the added complexity of a difficult time constraint.  While it’s disappointing to be three quarters through when time runs out and be told the game is over, it makes winning those close games exciting!  I played in a number of these delves at GenCon and I have a few great memories.  In one delve the GM told us that nobody had yet beaten his delve, and we beat it with only 7 seconds left on the timer.

The format also has the benefit of encouraging less metagaming between turns and teaching players to speed up their play.  It also has the obvious benefit of lasting only one hour.  It’s nice for the DM because, honestly, they are easy to prepare.  In a couple of hours you can come up with an evening’s worth of game that has a set and predictable ending time.

I enjoyed the format as an interesting change of pace.  I plan on incorporating them into weeks when I don’t have a lot of time to prepare or the group is trying to fit a game into a short period of time.   It’s not as rewarding to me as a rich and creative campaign, and after playing two my group was ready to go back to a normal game of D&D, but they have their own charm and I think they’ll be making repeat appearances in my game.  When players who have important roleplaying implications in the next adventure can’t make it to the table, I can pull out a dungeon delve and everyone can enjoy a break from their normal characters.

Unfortunately, I was looking through the Wizards of the Coast site for downloadable Dungeon Delve content but did not find anything.   It would be nice if they made those encounters available to give us a better idea of the difficulty level and types of complexities they used so we could use them as benchmarks for our own delves.

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About the Author

At the age of eight JackOfHearts was invited to play Dungeons & Dragons during summer camp by kids that were much cooler than him. When he wasn't working on the family farm or practicing tennis, he spent much of his teen years reading fantasy novels and playing games of the role playing, collectible card, tabletop, and video varieties. He's now a nine-to-fiver who never forgot the joy of descending into a tomb for forgotten treasures.