Sunday, March 11, 2012

Dungeons and Geometry

I was recently looking through an archive of early Dungeon magazines, and found a fascinating article in issue No. 6, July/August 1987, which featured a great example of a non-Euclidean dungeon called The Forbidden Mountain by Larry L. Church. If you all can find a copy of that issue, I highly recommend it. The article begins with a discussion of spherical and hyperbolic geometries, and their implication for how a dungeon mapped on an ordinary piece of graph paper would in fact play (see figures 1, 2, and 3).  Next he imagines briefly the possibilities of dungeons in arbitrarily curved space (figure 4), and produces a diagram of a dungeon that is effectively on a Moebius strip (figure 5)!  Gary Gygax was known to have had a great deal of respect for gamers' minds, believing them to have above average intelligence and creativity. It's striking to me that so early in the magazine's history they would put such a sophisticated thought in their magazine.  It speaks to the great deal of respect the magazine had for the intelligence of their readers.  I'm suspect that respect is gone today.

I also can't help but wonder if their inclusion of a non-Euclidean dungeon in the first year of publication suggests that at least among homebrew dungeon designers, such machinations were more common than one might guess from early modules.   

Both H.P. Lovecraft's The Dreams in the Witch House and The Call of Cthulu used non-Euclidean geometry as a device to make their horrors seem alien, with access to unfathomable knowledge which humanity is only able to touch upon. It was a common theme in all his stories.  Since even in his time, the ideas of alternative formulations of geometry were well developed, it's implicit in his stories that humanity had already gone "too far," in its search for knowledge.  The Theory of Relativity was something we were not "meant" to know.  The ability to manipulate space itself would almost certainly be a hallmark of powerful magic or divine intervention. I was also thinking about when I was eleven and learning to play D&D while also teaching myself to program in Ye Old BASIC with Lyne Numbers on my ATARI XE computer.  I remember carefully keying in a program called "Hunt the Wumpus" and taking pride in how I'd made the Wumpus' lair into a Moebius strip.  Dr Who's TARDIS would be impossible without non-Euclidean geometry.

As a dungeon master's tool, geometrical tricks are probably about the dirtiest, least expected trick you can pull.  Particularly with all the advanced graphics tools we have now, there's no reason for us to feel constrained to two or three dimensions.  None the less, it seems that we've all succumbed to the tyranny of our graphics software, which invariably seems to produce a flatter, less, mindbending world.  Non-Euclidean dungeons could be examples of weird "funhouse" sorts of magical effects, or else inspire horror and awe in the tradition of H.P. Lovecraft, were a dungeon becomes a weird arrangement of higher dimensional objects, time and space lose their conventional meaning, and serves to make humans feel weak and pitiful in the face of superior beings from the outer reaches.

Maybe it's just me, but growing up I felt like my friends and I all shared an uncomfortable fascination with the alternative formulations of space and time.  In highschool I read Albert Einstein's The Theory of Relativity, and Rucker's Geometry, Relativity and the Fourth Dimension. In college one of our textbooks was Spacetime Physics by Taylor and Wheeler.  Contemplating non-Euclidean geometries was an important part of my intellectual growth as a young person.  Dungeons and Dragons was one place where people could perform gedankenexperiments  and develop a visceral feel for them.  I suspect the experience was more widespread than is commonly acknowledged.  Maybe it's also just me, but it seemed like non-Euclidean geometry was everywhere then.  Maybe I've just lost touch with geeky kids.  So... my next dungeon will be non-Euclidean.
 

6 comments:

  1. A friend of mine rolled out a non-euclidean dungeon in his first DMing... I think it's something that people try when they start without having played many modules, but gradually it fades. They can be fun, though - something I should perhaps incorporate into my next campaign...

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    1. Something I noticed as I read other Dungeon magazines was that even though entire non-Euclidean dungeons were rare, incorporating the idea of higher dimensional spaces and their effects is not. So you might not have an entire dungeon be non-Euclidean, but you might have a non-Euclidean effect (spaces that shouldn't be there, for instance), or maybe a non-Euclidean portion of a dungeon.

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  2. I agree with the statement that this is a dirty trick. My main problem with it is that as hard as mapping is, the players may not even notice it or, if they do, they'll just assume that they've walked through some sort of teleporter. It's really something that only the DM gets to enjoy. What's the point of that?

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    1. First off, a dungeon master should not be a selfless servant of the players. That's boring and miserable. Good dungeon masters often do a lot of things players don't notice but they enjoy personally. A good dungeon might have vast portions of her work left unexplored by the time the players complete an adventure. If it makes you happy and excited about your dungeon, I say do it. It's more fun to play with a DM who is excited about the challenges she poses to her players than it is to play with someone who acts like a martyr.

      As for non-Euclidean effects appearing like a transporter, that's not necessarily true. That's just one of many possible effects. For example, if you build a dungeon on a Moebius strip, you end up with very specific symmetries which a clever player might recognize, and exploit. What was once a boring long hall migth suddenly becomes a deep pit to cross. Teleportation is just one possible result of non-Euclidean effects.

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  3. I am reminded of two One Page Dungeon Contest entries:

    Halls of the Mad Mage by Justin Alexander
    http://www.thealexandrian.net/archive/archive2009-07.html#20090724

    Jimm Johnson and Jeff Lynk – The Contemptible Cube of Quazar
    http://homepage.mac.com/starshipexeter/dungeons/CCQv3.pdf

    I've used the Halls of the Mad Mage for a session or two. It was fun, but the (maybe rightly so?) the geometry wasn't the center piece of the dungeon – they just wanted to find the mage.

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    1. Good examples. I don't think that the geometry should necessarily be the centerpiece of the dungeon. It's just one more trick that a clever DM can use to further frustrate players.

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