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How much do you want dungeon crawls?
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<blockquote data-quote="Dykstrav" data-source="post: 3302676" data-attributes="member: 40522"><p>I went for the approximately 80% response. Why?</p><p></p><p>1) Dungeons are straightforward. You can go through a door or not, explore a chamber or not, try to loot the scary idol or not. Very little of a dungeon session is wasted with the players trying to figure out what they should be doing.</p><p>2) I like the exploration aspect of the game. I do enjoy a good political/intrigue adventure, but one of the things that keeps me coming back to the table is the sense of mystery and exploration. What lies within the Forgotten Mountain? Why do they call it the Forst of No Return? What happened to the Magic Sword? I'm weird like that, but I do actually enjoy being the mapper and seeing what lies beyond the next door.</p><p>3) Despite what some players may assert, dungeons can tell a story in and of themselves. There's a reason why the haunted temple was abandoned or the ancestral castle was sealed off. A dungeon doesn't have to be just a random selection of monsters and traps- a well-designed adventure can involve a dungeon or not. In my opinion, the inclusion of dungeons has no bearing on the quality of the story in an adventure. I think alot of players get turned off to dungeons because they see a series of the same old dwarven mines overrun by orcs or goblins, red dragon lairs in volcanos, and crypts packed with undead under the command of a lich.</p><p>4) Perhaps most importantly: dungeons are just fun. This is the thing that keeps me coming back to the table, almost every dungeon I've ever explored has been a blast. They combine mystery, fear of the unknown, and several interesting encounters in a relatively small area.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3302676, member: 40522"] I went for the approximately 80% response. Why? 1) Dungeons are straightforward. You can go through a door or not, explore a chamber or not, try to loot the scary idol or not. Very little of a dungeon session is wasted with the players trying to figure out what they should be doing. 2) I like the exploration aspect of the game. I do enjoy a good political/intrigue adventure, but one of the things that keeps me coming back to the table is the sense of mystery and exploration. What lies within the Forgotten Mountain? Why do they call it the Forst of No Return? What happened to the Magic Sword? I'm weird like that, but I do actually enjoy being the mapper and seeing what lies beyond the next door. 3) Despite what some players may assert, dungeons can tell a story in and of themselves. There's a reason why the haunted temple was abandoned or the ancestral castle was sealed off. A dungeon doesn't have to be just a random selection of monsters and traps- a well-designed adventure can involve a dungeon or not. In my opinion, the inclusion of dungeons has no bearing on the quality of the story in an adventure. I think alot of players get turned off to dungeons because they see a series of the same old dwarven mines overrun by orcs or goblins, red dragon lairs in volcanos, and crypts packed with undead under the command of a lich. 4) Perhaps most importantly: dungeons are just fun. This is the thing that keeps me coming back to the table, almost every dungeon I've ever explored has been a blast. They combine mystery, fear of the unknown, and several interesting encounters in a relatively small area. [/QUOTE]
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