Archive for the ‘fluff/inspiration’ Category

the Babysitter’s Club D&D module

Friday, March 4th, 2011

Stacey and the CheerleadersAfter my first Every Book’s a Sourcebook post, where I extrapolated a D&D adventure from the cover of a Babysitter’s Club book, my wife issued me a challenge: find D&D inspiration from the actual text of a Babysitters Club book.

I chose BSC #70, Stacey and the Cheerleaders, figuring that, if all else failed, I could just stat out some cheerleaders as ninth level monsters.

Luckily, it didn’t come to that. Stacey goes to a movie which could easily be turned into an adventure:

I hadn’t seen Mall Warriors 1, and I was concerned I might have missed something. Well, I needn’t have worried. A three year old could have followed the plot. It was about a group of teens who booby-trap a mall to catch a pair of world famous mall thieves.

Well, there are no malls in D&D, but we can easily move this to a village setting.

The village council receives a warning: “We will be stealing your precious village idol TONIGHT. There is nothing you can do to stop us. Signed, Kellik and Agia, the King and Queen of Thieves.”

Panicked, the village council hires the PCs to guard the idol. The DM warns the PCs that the two thieves are too strong to challenge in a straight fight – except, perhaps, alone and weakened.

The PCs have a few hours to complete their preparations, which may include hiding the idol, setting traps, and stationing a handful of useless village guard minions.

In this adventure, the DM should provide a lot of specific details the PCs can play off of: where are the equipment sheds, and what’s in them? What’s flammable? Where are the animals, especially the ones that make noise when strangers are about? Who’s aware of the PCs’ preparations – and how can the thieves get that information out of them?

The DM will have to secretly play the thieves, keeping track of what they are doing, keeping in mind their extremely high rogue skills and their limited knowledge of the PCs’ actions.

To keep this going for a full session, you probably have to allow the thieves to be slowed or caught by some of the PCs’ clever ideas; but the thieves have a lot of one-shot escape techniques they can deploy. In a reversal of normal D&D mechanics, the game is about NPC resource management.

To give the PCs some satisfaction as they wear down the thieves, it would be best if the PCs could watch the thieves’ resources being depleted. Maybe it’s common knowledge that, say, Kellik’s smoke-bomb gun holds three charges, and that every time Agia teleports, it consumes a portion of her health.

How much for a pitcher of ale?

Monday, February 28th, 2011

It occasionally becomes necessary to determine the price of daily goods. How much for a pitcher of ale? How much do you pay laborers to excavate a dungeon entrance? Whenever this comes up, it’s best not to think about it too hard, because D&D economy has never made sense. The best thing to do is to hand-wave the economy and move to the killing as quickly as possible.

Ever since 1e, there has been a tension between “realistic”, Earth-modelled prices for goods and the need to give players vast hoards of gold. No one wants to kill a dragon and get nothing but a bag of silver, but in medieval Europe, a dragon-sized bed of gold (even split five ways) would make all the PCs rich to the point where money was never an object again.

First edition gave us the huge piles of gold we wanted, and comparably high consumer prices. A longsword cost 15 GP. That’s one and a half pounds of gold! (A longsword weighs 6 pounds, so it’s 1/4 as valuable as gold.) The reasoning was that the campaign area was assumed to be suffering massive inflation due to new gold unearthed by dungeoneering adventurers. What’s more, many pages of the DMG was devoted to giving the DM advice on how to steal money from the PCs so they’d be hungry for adventure again.

3rd edition tried to introduce a little realism, while keeping adventurer’s gear expensive. This led to some economic absurdities if you tried to use d&d to model peasant life – forgivable in a game that’s meant to model awesome-hero life. A laborer earned 1 sp per day, which is not actually unreasonable for medieval England if you assume 1gp = 1 pound. However, “poor meal (per day)” costs 1sp, leaving nothing left for other expenses. Just a loaf of bread and a hunk of cheese cost 12 cp. Every day, a plowman would spend more than he made, just on his plowman’s lunch.

The fact is, prices for adventurers don’t work for peasants. But this need not break our game. We don’t even have to hand-wave it.
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Leave it to Psmith: the D&D module

Friday, February 25th, 2011

Leave it to PsmithThe mannered country-house farces of PG Wodehouse don’t lend themselves very well to adaptation as D&D adventures because they rely on intricate, delicate plot, which is hard for a DM to sustain, and a very specific dialogue style, which is hard to pull off on the fly (and if you think you’re managing it, you just might be making yourself annoying).

The beautiful spun-sugar plot constructions might not be usable, but the general premise of a Wodehouse novel is very thematic to D&D: “Idiot or idiots get into hilarious mishaps through a series of misunderstandings, overcomplicated plans, and bad judgement calls.” This is a perfect description of PC activity whenever combat is not involved.

Leave it to Psmith relies on one plot device that is usable in a D&D game: mistaken identity. Psmith and two other characters all claim to be a poet named McTodd; one of the other two claimants is actually McTodd, and one is an American gangster.

Try offering this as a puzzle for the PCs. They’re instructed to, say, give a powerful item to a certain NPC named McTodd. They find two McTodds, each claiming that the other is the imposter.

The two NPCs both have fairly good knowledge of their role, and differentiate themselves mainly by their attitudes. McTodd 1 is sputtering and angry: “How dare this imposter speak to me in my own house!” McTodd 2 seems amused by the situation and speaks flippantly: “You say I am not McTodd? Well, perhaps I am not. I’ve been wrong before.”

Various knowledge checks provide conflicting results: McTodd 1 explains a sudden disinclination for cake as the effects of a recent illness; McTodd 2 seems to have forgotten some obscure detail of his own history.

The gimmick here is that the DM does not know which McTodd is the real one either. The DM is keeping track of two separate possibilities, but until the PCs concoct a plan that will absolutely solve the mystery, it is a case of Schrodinger’s McTodd. If another NPC corroborates one McTodd’s identity, that NPC exists in an indeterminate state as a honest man/villanous accomplice.

When the DM must finally pick a real McTodd, the choice is made by a die roll or coin flip.

Many players are very good at picking up on unconscious hints from the DM. Mysteries can be solved, not by the clues, but by the DM’s tone. If the DM doesn’t know the solution to the mystery, though, any such clues will be misleading.

two adventure ideas, one upside down

Friday, February 18th, 2011

I got one of those double books that is one novel on one side, and then you flip it upside down and there is another novel on the back!

Endless Shadow

No one would put the blame on her. But were you to blame Jacob Chen himself, a man who could punch a program of a million words into a computer?

-Endless Shadow by John Brunner

This is a crappy sci-fi book from the early 60s about how computer programmers run the transit system that keeps the galaxy together. Computer programmers are so smart that they are given any difficult job, including non-computer-related action-hero James Bond stuff. As a computer programmer myself, I find this highly unlikely.

Also, when Earth interacts with a new culture, they send a computer programmer, because their intelligence makes them uniquely insightful about the emotional states of others. As a computer programmer myself, I utter a single ringing bark of mirthless laughter.

This book was difficult to read, because I couldn’t figure out what was motivating everyone, because everyone’s motivations were derived from pop psychoanalysis. Everyone had a complex or whatever. There was also some sci fi stuff. There was a mystery, and it was solved when it turns out that someone had surgically given themselves devil horns! And that revealed what complex they had? or something?

There’s a tiny germ of a D&D idea here. Someone alters themselves to get tiefling attributes. Why? They must be trying to fool someone: either themselves, or the tieflings, or the non-tieflings (they’re trying to frame the tieflings), or the devils. If they’re trying to fool the devils, then either they are very dumb or the devils are very dumb.

Let’s expand the latter into a D&D mystery adventure. A supernatural disaster strikes the city! Legend has it that this type of disaster can only be caused by a tiefling calling on an ancient devil promise. The PCs must determine which of the handful of tieflings are the guilty one.

Except at the last minute, a human’s hat falls off and his horns are seen! It turns out he has magically given himself tiefling attributes in order to hoodwink the devils into killing his enemies. I guess we’d better make the guilty human young, so we can have met his parents and established his human pedigree.

OK, it’s not the best idea in the world, but this is not the most inspiring book.

trading with legitimate businessmen

Tuesday, February 15th, 2011

A common trope is the sea captain who’s half a merchant, half a pirate, as occasion demands.

Such a captain might be a “fun” NPC to confound high level PCs (name level or paragon level, depending on edition).

A ship sails up to the PCs’ stronghold. The captain wants to trade.

The captain is amusing, urbane, and honest about his dishonesty. He admits he’s half a pirate (or more): and the spoils of his piracy are at the PCs’ disposal. The captain has rare magic items for sale: a few fine items that the PCs can’t easily acquire otherwise. His prices are fair. After a shared meal and a trading session, the trading ship sails off.

The ship returns irregularly, usually with interesting goods to sell. The captain will even do the PCs the occasional favor (give the PCs a ride somewhere, or attack an enemy). However, if the ship ever happens to visit while the PCs are away, and the PCs’ stronghold is weakly defended, the seafarers will sack the stronghold.

Next time the PCs encounter the captain, he will be deeply apologetic. “Just business,” he says. He’ll even offer to sell back the PCs’ stolen goods at a slightly discounted price.

The PCs might decide to fight the captain and his crew then and there, or to let him go in hopes of further profitable business. Either way, they should have strong feelings about this PC.

solving puzzles with steel (not that way)

Friday, February 11th, 2011

Turning to the force field device, I inserted the blade of my sword into the beam emanating from both sides of the green-colored box.

-Warlord of Ghandor

The Earthling hero of Warlord of Ghandor (who, by the way, never seems to lead any armies; he seems to be about as much of a war leader as is the 4e Warlord class), who has found himself on an iron-poor planet, comes upon a force field generator. It can only be deactivated by putting a piece of that ultra-rare metal, “iron”, on both sides of it. The hero has one of the iron keys; lacking the other one, he uses his steel sword he brought from Earth!

Turning this into a D&D puzzle: a macguffin can only be activated (or deactivated) by placing objects of some rare metal in two places. Whatever the metal is, the players should have exactly one item of that type, preferably in use as a PC’s main weapon; for instance, if someone has a Cold Iron sword, then cold iron is required. (The item isn’t used up, by the way.)

The players need to find a second piece of cold iron – which may lead to some player-directed questing, giving the DM the opportunity to dangle a few adventure hooks with other pieces of cold iron as bait.

Or, if the PC’s think of it; if they don’t mind giving up a valuable resource; and if there is some urgency to the macguffin-activation, the cold-iron-armed PC can snap his sword in half and use the two pieces to complete the ritual.

I like this incident, culled from what is, on the whole, a fairly ordinary sword-and-planet novel. It’s a mini-puzzle, adventure hook generator, and resource management decision all rolled into one.

I’ve come up with four blog posts from this one book, so you might get the idea that Warlord of Ghandor is worth reading. Let me dispel that idea by quoting the following paragraph:

Mauve in color, the creature was a frightening sight!

Mazes and Monsters playtest: combat!

Thursday, February 10th, 2011
This entry is part 24 of 34 in the series Mazes and Monsters

Last week, we left our heroes down a player, thanks to Wal-Mart the Frenetic’s spectacularly poorly-timed suicide, and outnumbered by skeletons, facing long odds in a totally untested combat system. It was looking dire.

I quickly explained the combat system, which was fairly simple. No initiative, we just take turns clockwise. Tell the Maze Controller what you want to do, and he’ll roll all the dice.

The Cavalry Arrives

By the time I was finished with the explanation, the adventurers were joined by a new hero, Walmart Jr. the Frenetic! Son of Walmart I, and with suspiciously similar gear, Walmart Jr. had been rolled up in less than a minute, and, announced the player, was here to “take revenge.” Revenge on who? On the pit into which Walmart I had jumped? On his dead father, for throwing away a promising life?

We broke out the d12s and ran the first combat. A theme emerged that would characterize the entire session: a statistically improbable number of 11’s (critical fumbles) and 12’s (critical successes) were rolled. An 11 means that you subtract 10 and roll again; a 12 means that you add 10 and roll again. Frequently, people would roll an 11, roll again, and get a 12, putting them right back where they started. Once, someone actually rolled 11, 12, 11, 12, the odds against which are high – one in more than 20,000 – and the results of which are boring – a net of 0.

It’s too early to tell whether this was merely a freak of the dice, or whether some statistical principle of which I am not aware means that d12s always roll high when Tom Hanks is in the picture.

Despite having no particular dice advantage, Sir Robert the Fighter handily destroyed the skeletons, while the frenetics were quite ineffective throwing their mind-controlling fairy dust. This introduced another theme, which would continue throughout the night: Sir Robert was an unstoppable combat behemoth who could do no wrong, while the other characters missed more than they hit. This especially amused everyone because Sir Robert’s player is generally the most combat-optimized character in any RPG system. Even his extraordinarily simple Mazes and Monsters was dominant – entirely, I believe, through a psychic connection with his dice.

Combat against the skeletons was pretty simple, and felt a lot like D&D combat except with d12s. You needed to roll better than 6 on a d12 to hit, and then you rolled damage. Skeletons were resistant to pointy weapons, like thrown daggers, which meant that the damage d12s were rolled twice and the worst roll was taken. The frenetics were armed with daggers and bows, which meant their weapon attacks where fairly futile. Sir Robert soon put away his spear in exchange for a mace from a fallen skeleton. (Over the course of the game, he collected weapons from each fallen foe, until he ended up with one of everything.)

The skeletons had 10 HP each: on average, each took about two hits, so it didn’t take too long before the players were victorious. The frenetics and the Holy Man had taken a few points of damage. Brave Sir Robert, of course, was entirely untouched.

Traps and Treasure

After the combat, the players rappelled into the pit to look for treasure. I warned them, “You see what looks like the glittering of gold. It could be treasure – but it could be a trap.” They hesitated, but the lure of treasure overpowered them. They reached for the treasure, and —-

IT WASN’T A TRAP.

The players collected a sackful of Pieces of Twelve, and also found a magical glove. Cautious examination revealed that it was a magic power, “Read Strange Languages!”

Our Holy Man had seen a list of the Holy Man powers, and had been talking up the 2nd level spell, “Read Strange Languages,” all night. The word “strange” struck her as particularly funny. She was elated to discover that this glove was the trinket that let her cast this very spell! From this point on, she would be constantly asking if there were any strange languages in sight.

The party continued on. The came to a four-way intersection, with a lazy-susan floor plate that spun people randomly when they stepped on it. Each branch of the intersection (except the one from which they had come) led to a door.

I warned the players that the doors might lead to treasure, but “could be a trap.” They devised a complicated system for opening the doors that involved tying a rope to a door handle, spinning on the lazy susan, running up a perpendicular corridor, and then tugging the rope. It’s a good thing they did, because the first door they opened fired a spear down the hallway! The players’ paranoid precautions kept everyone safe.

The other two doors revealed a fight with some skeletons, which yielded a key, and a locked door, which opened to the key.

Music Maze

The next room contained my first test of the Maze and Monsters Issues system. According to my dungeon key, when the players entered, a drama mask on the wall would zap a random player with black lightning, and — something would happen. I would play it by ear, but it would involve the Issue that that player had written down on their character sheet.

The black lightning hit Lothar the dwarven frenetic. He confessed his Issue to the group: “Just the other day, I was wishing that, one day, a Led Zeppelin song would come on the radio, and my wife would say, ‘This is a good song! Who is this by?’. She just doesn’t like Led Zeppelin that much.”

Here was a meaty issue that could bear no end of psychological prodding! I just hoped I was up to the task.

I had a giant black dog appear in the room. It put its paw on Lothar’s shoulder and said, “As a boon, I will allow you and your friends to hear the greatest of music — forever.” Walmart Jr.’s lute burst forth into spontaneous electified rock music. At the same time, all the doors swung ponderously shut.

Lothar’s player, who really is quite a Led Zeppelin fan, had “Black Dog” on his iPhone, which he generously played for us… on repeat… for the rest of the scene.

As well as a test of Issues, this was the first test of the Maze system. Lothar was Mazed, which meant he was content to stay in the locked room listening to Led Zeppelin forever. (As was his player, I believe.) The other players had to snap him out of it: but each avenue of aid could only be used once.

Sir Robert had a Trait that allowed him to use a bonus Trait die when “convincing others of his good intentions”, so he gave a speech to the effect that he didn’t want Lothar to deny himself the full range of musical experience by fixating on one – admittedly perfect – song. Sir Robert rolled very well, getting a critical success (as was his wont), and this was really good enough to snap Lothar out of it and continue the adventure. The players, though, really wanted to get into the issue. They continued to discuss it for at least the length of “Black Dog”. Finally, everyone came to the (possibly false) conclusion that, as there is no light without darkness, you couldn’t appreciate a song unless there were people who DIDN’T appreciate that song.

As Maze Controller, I suppressed my belief that this conclusion was logically indefensible, and, in fact, made a mockery of the study of logic itself. The important thing was that Lothar, and his player, had met an issue in the maze, and had defeated it. And along the way, he had probably cleared up some engrams or whatever.

The doors unlocked, and the black dog gravely shook hands with everyone, except Wal-Mart Jr., who insisted on doing a fist-bump.

Next time: The playtest concludes with a bang! Or maybe more like a snap, followed by a prolonged scream.

cheating yourself is fun

Tuesday, February 8th, 2011

Some friends and I were playing a game that uses mana counters. We didn’t have any with us, so we each used a d20 as a counter.

When my friend Larry got his first point of damage, he started tumbling his d20 through his fingers. “I can’t find the 1. My d20 has no 1!”

As everyone knows, you can’t prove a negative,, so maybe that die had a 1 tucked away on some obscure corner somewhere, but when I looked at the die, what I did discover was that it had two 20s.

Larry’s girlfriend said that she had bought the die because she liked the color: neither of them had ever noticed that it was a trick die. Larry has probably played some D&D sessions with this cheater’s die, and – in all likelihood – he probably rolled some crits where he should have rolled fumbles. It probably added a little – say 5% – to the fun of the session.

It’s kind of sad that we discovered the trick die. Larry is an honest person, so he’ll never use that die again. That means that, from now on, his average d20 roll will be a tiny bit worse. He’s lost his edge.

Cheating can be fun – as long as you don’t know you’re cheating. And that’s really what D&D is based on. Especially in 4e, encounters are designed to seem like you’re on a thin knife edge of doom, a single roll away from death, when in fact you have a 95% chance of winning the encounter. 4e is great at making every session feel like another against-the-odds success, so you don’t need a trick die to cheat death.

I still wish we hadn’t outed that d20 though.

Mazes and monsters playtest!

Monday, February 7th, 2011
This entry is part 23 of 34 in the series Mazes and Monsters

Now that I have most of the Mazes and Monsters rules in some stage of completion, I decided it was time for a rules playtest.

The players assembled on a snowy Monday, ready to have their malleable minds molded or marred by the horrors of the Maze.

We watched a scene from Mazes and Monsters to get everyone psyched. Everyone seemed thrilled to be paying homage to this important film. Some of the players misunderstood and actually LAUGHED at it, like it was a comedy or something. Just a tribute to Tom Hanks’ irrepressible comic timing! He’s funny even when he’s not trying to be funny. That’s what made Philadelphia such a laugh riot.

One oversight we immediately noticed is that I didn’t bring the MOST IMPORTANT INGREDIENT, one thousand candles! We had to use stupid old light bulbs for illumination. I’ll have to remember to put a note to the Maze Controller somewhere prominent, like the back cover: “Maze Controller: Remember to bring candles!”

Character Creation

We ended up with a Fighter, a Holy Man, and two Frenetics. The lack of a rogue class was lamented. I know, right? If only there was some movie evidence of a rogue!

Based on the fact that Jay Jay’s frenetic was “the cleverest of all sprites”, the group decided that they could assign themselves fantasy races.

Character creation was very quick: after Hit Points were rolled, people just needed to roll for their Trait and Issue. One of the Frenetics rolled an 11 (a critical fumble) during Trait selection and got a negative trait: Bad Luck. The Good Luck trait lets you add a Trait die (essentially giving you a reroll) to one die roll per session. It wasn’t entirely clear what the opposite of that was, so I decided that it meant that once a session, the Maze Controller could demand a reroll of one of the player’s rolls and take the WORST of the two rolls. This led to an important rules doctrine for rolling a bad trait: “If it’s not clear what the opposite of a good trait is, the Maze Controller is encouraged to come up with the most annoying interpretation.”

Characters rolled Issues secretly, and jotted down their privatemost secrets on their character sheet, right under Hit Points.

Shopping worked pretty well. I had a list of gear and spells for sale, and people coordinated with each other to make sure the party had at least one rope, axe, awl, chisel, and basically one of everything that was for sale.

Introductions

As in the movie, the players each introduced their character in the most deadpan monotone possible. I’ll recreate the introductions as well as I can remember:

“I am Lothar the Frenetic. I am the toughest of all dwarves. My main power is a magical bag of fairy dust, which I may use to control my enemies and make them kill each other.”

“I am Wal-mart the Orcish Frenetic. I am very impulsive, and my bad luck will be my downfall.”

“I am Sansange, a Holy Man with excellent dental hygiene. I have many spells and powers by which I maintain that hygiene in myself and others for the glory of Marcia and Neville.”

“I am Sir Robert the Fighter. I wander the earth righting wrongs. I am irked by people who exhibit bad manners.”

Shall ye enter?

I described the maze as follows:

“You stand before the Tomb of the Twin Kings. It is said that the Twin Kings, one good, one evil, stand guard over a royal treasure. It is also rumored that mystical skeletons patrol the tomb’s winding passageways. Thus warned, shall ye enter?”

With one voice, the players cried, “AYE!” — which was a relief, let me tell you, because I didn’t have a backup plan for the evening.

The first room in the maze contained nothing but a book on a lectern.

I had explained to the players that, in Mazes and Monsters, traps were extraordinarily deadly, but the Maze Controller was required to note that any trap “could be a trap”. In other words, if you’re not warned that something is a trap, it isn’t a trap. The players, though, were taking no chances. They turned pages with the tips of their swords and finally pushed the book into a sack via a carefully-described remote-control Rube Goldberg maneuver. Clearly, 1st edition D&D had scarred my players’ psyches. They were in luck, because shit was about to get PSYCHODRAMATIC.

After ascertaining that the book was not trapped, the players wanted to know what it said. It turned out that every page had a single nonsense sentence, in the form
A man holds two doves
A goat jumps two valleys
A Holy Man blesses two beggars
A candle holds two flames.

Etc.

Etc. was not actually enough for the players, though. They kept turning pages and asking me what else they read. I came up with

A trap takes two lives
A wolf eats two sheep
A coin has two sides

all the while hoping they would not keep on turning pages and come up with HUNDREDS MORE SENTENCES, which it looked like they were planning to do. Luckily they finally ran out of interest before they finished the whole book.

The player running the Holy Man reported that she had sort of forgotten I had to make up all these sentences; she thought she was reading a real book. The lines of fantasy and reality? Successfully crossed! The rest of this playtest would be spent in the liminal realm between sanity and madness.

The next room had three doors, each opened by a pressure plate on a mysterious altar. The players correctly decided, based on the ample evidence provided by the book, that the number 2 was important in this dungeon, and chose to open Door Number 2. This was too bad, because I had cool stuff behind the other doors, including mind mazes and deadly traps that were sure to have wiped out several players!

In the next room, things got really weird – and it wasn’t entirely the game’s fault.

The room contained a vast pit spanned by a bridge. Walmart the Frenetic, whose player was in despair over rolling a negative Trait, HURLED HER CHARACTER TO CERTAIN DEATH in the pit.

Because Walmart’s characteristic was bad luck, everybody decided that Walmart should roll to see if her bad luck prevented her from ending her life. I rolled two dice for her Jump roll and took the least favorable. Fortunately for Walmart’s player (and unfortunately for Walmart) she succeeded, and fell to her death! Walmart the frenetic… was dead!

Death, Dying, and Skeletons

I explained the death and dying rules: When you died, you immediately started rolling up a new first-level character, and as soon as you were finished you could rejoin the others. The player of Walmart the Frenetic quickly started work on her new character, Walmart Jr.

The rest of the heroes had other problems. Attracted by the meaty thump of an orcish frenetic falling to her death, emaciated shapes began shuffling across the bridge. Skeletons — four of them! Just enough to give the combat system its first shakedown in a fair fight against four heroes!

Against three heroes, though, who knows what could happen!

Next week: The rest of the playtest!

The Warlord of Ghandor is stuck in a tree!

Friday, February 4th, 2011

Warlord of Ghandor

I was going around in circles inside the tree kingdom! Perhaps this structure in the trees was not empty of life after all. I began to feel that I was being deliberately led from one blindfall to another by someone opening and then closing off behind me one passageway after another.

This is the kind of old-school dungeoncrawling trick that a Gygax-style DM would use.

One reason it’s hard to pull off in recent-edition D&D is that it works best when PCs are mapping. Otherwise it’s harder to get that dawning realization that the PCs are being shepherded forward; you just come to a point when the PCs say, “We return the way we came,” and the DM says “You can’t.”

I’m in favor of the occasional mapping-based dungeon, although a little goes a long way. It does allow for a different suite of DM tricks.

Opening and closing doors in response to PC movement is one of the few ways monsters can frustrate PCs without getting themselves killed. Good for a mastermind-type villain. Be fair to the PCs though: at worst, the PCs should be shepherded into exciting danger, not trapped in a boring dead-end.