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Castles in a D&D/Fantasy setting
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<blockquote data-quote="Tony Vargas" data-source="post: 7421156" data-attributes="member: 996"><p>Livability of a dungeon is probably even worse than a castle under siege - but maybe not a whole lot worse, and we are assuming the adoption of a castle alternative is driven by magic, so magic could presumably help out there. </p><p>But dungeons also just don't command the countryside the way castles do. You don't have a place for your banners, you don't have towers to watch the surrounding countryside from, and it doesn't project any kind of sense of security to your vassals - it's like having a bomb shelter, pretty depressing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> Nod. I never found it wonderfully compelling, but it is an old idea worth mentioning, since the setting is pocked with the darn things. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p>The role of a dungeon in defense would be different from a castle, like a castle it could be a (even less pleasant) refuge, but it couldn't just command a high point and be a factor that way, able to survey and threaten the land around. Dungeon defenders' only option would be to sally, and, sure, they might have a lot of secret exits for that purpose. OTOH, a dungeon doesn't have towers & pennants, so where it is might be something the attackers have to figure out... or where /all/ the entrances are, I guess. </p><p>So it'd end up very-not-knights-and-castles fantasy. </p><p></p><p></p><p>At that point you're back to major magical solutions. Forbiddance over the whole castle to hedge out anything that flies. Teleport wards. Wizards on one side knocking down walls and their opposite numbers conjuring them back up. </p><p>::shrug::</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7421156, member: 996"] Livability of a dungeon is probably even worse than a castle under siege - but maybe not a whole lot worse, and we are assuming the adoption of a castle alternative is driven by magic, so magic could presumably help out there. But dungeons also just don't command the countryside the way castles do. You don't have a place for your banners, you don't have towers to watch the surrounding countryside from, and it doesn't project any kind of sense of security to your vassals - it's like having a bomb shelter, pretty depressing. ;) Nod. I never found it wonderfully compelling, but it is an old idea worth mentioning, since the setting is pocked with the darn things. ;) The role of a dungeon in defense would be different from a castle, like a castle it could be a (even less pleasant) refuge, but it couldn't just command a high point and be a factor that way, able to survey and threaten the land around. Dungeon defenders' only option would be to sally, and, sure, they might have a lot of secret exits for that purpose. OTOH, a dungeon doesn't have towers & pennants, so where it is might be something the attackers have to figure out... or where /all/ the entrances are, I guess. So it'd end up very-not-knights-and-castles fantasy. At that point you're back to major magical solutions. Forbiddance over the whole castle to hedge out anything that flies. Teleport wards. Wizards on one side knocking down walls and their opposite numbers conjuring them back up. ::shrug:: [/QUOTE]
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