In view the time of year and the possibilities of that “Christmas Dungeon” I thought I'd share some stuff I learned in a previous life. Also, have you considered running that Christmas dungeon all year round? A long, long time ago in a far fat distant land I finished GM-ing a longish campaign of Ye Olde Runequest and our group discussed which game I should move over to. There were four of us and we GM-ed different games for each other in rotation. I seem to recall we had games of Bushido, Aftermath! and something else running at the time? We had all begun on ol' Gygax's AD&D and had had some fun being vaguely bizarre with it. I think we were feeling vaguely nostalgic for the simplistic innocence of the game system and its vast array of silly renaissance pole arms. As a result I agreed to run a short AD&D revisit campaign and decided on a high rewards environment to speed up character development - but most of all we wanted it to be silly. It's not easy to make a humorous campaign but I think we had all just read Terry Pratchett's "The Colour of Magic" around that time - so I guess that dates all this to the early '80s. Oh dear! That presents me with a problem here because, writing this, I can't say "Use this" or "Add one of these" or shove too many examples under your nose - in case your prospective players read this too! Arrgh. So it's going to have to be "pointers" I'm afraid. I'm also going to be primarily considering Fantasy Gaming here - it's easier to make fun in a magical realm than an Earth based Post Apocalypse campaign. Now there's an idea! Millions of dead, devastation all around, good soil for growing humour. Er... I should also explain that as a GM I tend to be one of those who likes visuals, handouts and surrounding details. It's labour intensive but I enjoy making maps and thinking up characters for places the players may never even visit - but they might! However – Main Rule!!! It doesn't have to be "funny ha ha", that's next to impossible. Downgrade your expectations to "Silly" - that we can all manage. The point here is that the environment sets the standard for the players to fit into. So... The Universe Debris from space had coated the world as soil so it is only by mining extremely deeply could one ever hit pure mint! This should obviously be a Dwarfish High Secret (stash that idea away). Now maps! So I went mad on silly names. Some of them were relevant to the players, like the companies they worked for. Ah! Must have been around 1984! I think that's about when we started work proper. You'll have deserts, mounts, flats, lakes and so forth to play with. Keep a note pad handy wherever you go and when you're waiting for the bus try to think up just names for things and jot them down... it's often easier than thinking up serious names - clichés are to be desired rather than avoided! So the same for NPCs! Think about towns and think of the details. In previous games we had already established vaguely cynical "short cuts" to "standard features" like ROTD (Rumour of the Day) and TWOTS (The Word on the Street) - chuck those in too.“Getyer twots 'ere!! Buy two an' get one free!!!”. It's not so far from reality anyway. Gods and religion? Don't even get me started. We've got three major religions who all agree they worship the same God and so they fight over which prophet is right. Babylon 5 had the Drazi fighting over “Green” or “Purple”. If you can't throw silliness into a game with this sort of thing then - well... Then there are the dungeons. In our original D&D campaign we players already established the existence of the "DMC" - the Dungeon Maintenance Crew. Sometimes there were signs at junctions saying "Dungeon under Construction - No Entry" so we knew not to go there yet. Throw that into the mix. I dunno, have an indestructible harmless tiny gnome with a shovel wandering around who explains "ME? Huh! I jus' shovel the sh*t." and grumbles about the pay and the dental plan. In a magical world without limitations of "economics" you have an infinite variety of possibilities and clichés to exploit. The most convoluted and pointless traps and secrets are yours to peddle. Player Characters... I've often found that my own characters in “serious” games are not really as "heroic" as I'd like. Playing mostly GURPS these days, where the character's active "heroic-ness" is essentially defined by his number of points - and where many of those are buried in skills not often used - the character starts to become more humdrum and much like the NPCs he meets. Sure, he's a great shot with a gun and has 2 points of reputation for saving so-and-so but... hardly "heroic". Couple that with the inflationary nature of the enemies you meet (to keep the "challenge alive") and you start to feel very ordinary. Now add some GMs' preference to add "Illumination" into the mix - those wretched "untouchable enemies" who are always one step ahead of you and... oh hell do I feel small and useless! Make your players feel heroic when they are! There are all sorts of added annoyances you can inflict on them due to their fame instead! Puny little "Conans" who want to prove themselves against them, monsters that run away and then throw dung at them from a distance? Monsters have feelings too! Inflationary enemies? Not always. Occasionally throw a horde of Level 1 goblins at your five Level 20 PCs, they can enjoy scything their way through useless enemies and then try to work out how to sell 100 not-very-good assorted weapons and armour. How to transport it all? Is it worth it? Treasure. In reality, in the campaign I created, the lucrative nature of the game sometimes meant a lot less work for me than I imagined. My players started to become "businessmen" - they started a chain of nightclubs (a new concept for the world they were in) - and spent wads of cash making "themes" for each one. I remember them needing to do a set of job interviews for the manager of the first branch. They started playing between themselves, discussing and creating what they wanted and all I needed to do was sit there and "yea" or "nay" the concepts, tell them costs, difficulties and other needs. I had a brand new dungeon all ready to be played and we started it several hours late. They were enjoying themselves and that was what was important. Dead easy for me. Remembering, of course, that not all their ideas will work! They had an idea for a forest themed nightclub and got an architect to design a mansion for it. My NPC advisers suggested it was the wrong idea, their customer base was likely to be the Rich and they all lived in mansions already! What was needed was something like an Elven theme world, treetop houses and walkways and silly food and so on. Stuff that their rich clientèle did not have experience of. They weren't having it and had the game gone on further that venture would have flopped... badly. As mentioned above - who owns that cleaned out dungeon? Can you sell it to a new proto-evil world dominator? Maybe they could interview the potential new owners? "So? How much of the world do you expect to be 'Evil Overlord of ', after, say, five years?" When I started to write this I thought it would be short and I was wrong. My apologies. A lot of this is obvious and might be useful as a reminder for your Christmas Dungeon. For a campaign just think of the “Director's Cut” of that. Your game should be like a simple breath of fresh air after the smog of more complex campaigns. Sometimes it's fun just to “let go” for a change. Which brings me to a final point. Now get the old cliché grinder out! 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