When building a dungeon, one of the most important aspects is the pacing and flow of it; the tempo.
Tempo is a fundamental of level design in video games, and as such applies perfectly when crafting a dungeon delve for your players. Tweaking the tempo as your players progress can help you tell a story as opposed to just filling up rooms on a map. It also helps emotionally invest players with proper buildup or contrasting tempos. If you have good tempo, you can make a more dense dungeon instead of just making the dungeon bigger. Your players will be enjoying the dungeon without it feeling monotonous.
A high tempo is the feeling or impression of action or else how quick the players are progressing. A low tempo is when players feel less action or even relaxation, or when the game players are progressing slowly.
Impetus is the reason that the players are moving. Most often, this falls back on the party’s main goals or agency. Sometimes little, mini impetuses (impeti?) will influence the players’ minor choices during the delve. Little things like which door to take, when to keep moving, when to stop and rest or investigate, or when to fight monsters vs. when to sneak by them. A strong, overarching impetus, on the other hand, will push your players to act in a more predictable way. Its good to understand that.
When your players are progressing too slowly or if the game itself is slogging, find a way to increase the in-game action or heighten the energy of your players.
How to get your players to move or act:
Add a threat from behind the players
Add an objective ahead of the players that is readily seen or known
Add a time factor (you must save the gnome before they kill ‘im!)
Limit the space for the players to move and explore, forcing them to move on. Most commonly: a hallway
Draw the eye to a distant landmark or other obvious dropped hint
Steal something from the players, giving the players the goal of retrieving it
Add an NPC to urge the players onward
image credit: Michael Komarck
Consider decreasing the tempo when the game is moving a little too quickly, when you need time to consider or improvise the next area, or when the players are moving too quickly to the next area. For instance, when players are travelling over long distances, it might seem off-tempo to arrive at their destination with a few sentences.
How to get your players to slow down or investigate:
Add a “wow” moment. A really descriptive landscape or moment (epic/sublime or beautiful/peaceful) that will make players pause to react or to roleplay with one another. Useful for drawing out the climax of a dungeon or a dungeon intro.
Add obstacles. Easy enough. Unlike video games, every platform or climbable wall will require a check, or require players to find another way around.
Alter the players’ movement. When players can’t move normally, they need to be more cautious to progress.
Add an encounter, slowing the game down to an incredible crawl where 6 seconds can take up to 10 minutes.
Increase paranoia and tension. This will cause players to investigate every nook and cranny for traps or hidden threats, even when there are none.
Add multiple routes. Whether they all lead to the same place or one is just a pit stop, it will slow the players down to make a decision.
Give the players a new NPC to meet and roleplay with.
Insert a puzzle or riddle for the players to ponder. This can backfire if solved too quickly.
Looting dead creatures or a bunch of crates will slow players’ movement
When building the dungeon, consider all of these factors that influence tempo and each player’s impetus. Understand where in your dungeon that play will crawl and where it will speed up again. Try to anticipate which fights your players will take. Maybe after facing one monster they will better understand how easy or difficult it is to take it down, so if they see it again they will act accordingly.
For instance, my players are about to go into a frost giant lair. It’s a big cave system with multiple paths and plenty of corners and objects to hide behind. They are quite underleveled and had difficulty taking down just one giant before, so they will likely avoid direct confrontation until they find their real goal: a hero’s tomb that’s hidden somewhere in the lair. Their impetus is the tomb, which will keep them moving. There are plenty of crates and barrels to loot, branching paths, and obstacles (hiding from giants and navigating giant architecture) to slow the players’ tempo even without any encounters. That said, when the tension of hiding from giants comes to a height or when the action is dragging, they can always get spotted by a giant or a couple of ogres to force a fight (lest they alert the other giants). That will increase the in-game tempo with some action.
Just be sure to vary the tempo as you build the dungeon. If a dungeon is all action and speed all the time, the players won’t have time to relax and think and their attention will drop, not to mention their characters won’t have time to rest. If the dungeon is low tempo all the time your players will get bored and once again lose focus or else get off-topic. Their characters will have no opportunity to show off their abilities or just hit stuff really hard with their magic weapons. Variety is the key to balancing monotony and stress.