I’m gearing up to run a BW in the near future and a big focus is going to be dungeon crawling. I don’t want to use the word megadungeon, but the focus of the campaign will be exploring a single, large environment (the dungeon is both above and below ground) that is tied to the larger situation. I am not looking for recommendations to play Torchbearer - I love that game, but the focus is less on resource management and more on unraveling the mystery around the location.
Mapping: how much detail do you use in mapping a dungeon for BW? I know that the level of detail you would for a D20 game is inappropriate, but is it enough to have the dungeon sketched, with some high level notes on each room, and a few gaps to be filled in during play?
Traps: This is semi-related to drawing the map, but how have you handled traps? An obvious way seems to use them as a complication in failure, but how would you handle a location that is trapped (ie if the players don’t check or take caution, it goes off)?
Places of Magical Power: one of the ideas for a room is a vast chamber full of lit, slowly burning candles. Each one represents a living soul in the nearby city and snuffing it could potentially kill them. Mechanically, if this ever affected a character my thinking is that it would trigger some kind of test (Health, Forte, Will, etc) and the margin of success would determine how often the character begins taking wounds (a quest would then be to locate and relight said candle). My question is: is this level of magic too powerful for BW?
Magic Systems: Faith, Death Art, Sorcery, and Blood Magic all feel right but I’m wondering what else might fit. This is more about character options - each player would be restricted to a single subsystem (except Blood Magic). Anything else particularly well-suited to crawling?
In addition to those questions, would love to hear any general advice, watchlits, or problems from anyone who has run a dungeon-focused game.