I'm A Banana
Potassium-Rich
I fully support this plan, and will publicly disavow knowledge of it.Plane Sailing said:I'll have to start a secret plan to get Kamikaze Midget into a senior staff position at WotC by the time they start designing 5th edition

Rechan said:I too love KM's idea. Although if we replaced "Dungeon" with "Adventure", I'd be even more happy.
Truly, I think they're both basically the same thing. And they are also synonymous with "game" and "story."
Frex, if you imagine that the PC's have a choice of NPC's to talk to, each of whom will take them to a different path, that's very similar to the idea of the PC's having a choice of doors to open in a dungeon room, each one taking them to a different path.
Though, y'know dungeon is in the title.

RangerWickett said:Sound good?
I can't give you XP right now, but this is absolutely thinking in the same direction I'm thinking. I'm not thinking quite so narratively, though, I'm thinking of it more in the model of OD&D and 1e and (to a certain extent) 2e, where each character contributed something unique to beating the dungeon, not just beating up the goblins. Though I'd like to see the whole party contributing to each stage of this challenge. This kind of filters into the "noncombat roles" thoughts I've been having for a while now.
You could begin pointing at this thing in 4e, if you'd like, doing things like making sure that you can't regain healing surges until you're "back at home base," only awarding XP and treasure at the end of the adventure, maybe rejiggering the rituals and skill challenge systems into diverse sets of skill powers or something...though I'd like to see it built into the game from the ground up, in an elegant way.
And to solve the "reality" problem, you just need a concrete factor to measure this long-term resource drain. Wear and tear, lack of food/water, some sort of "timer" that ticks down, some element that confronts the PC's with a drain on some resource that they can't reasonably get back while in the dungeon/on the adventure.