We really push the action. That's not a criticism of Blue's style at all. I readily concede it is much closer to the game most people want these days. It's just not our style. A 5-room dungeon is two hours of game play for us.
I start at least 50% of our sessions with "Roll for initiative!" We love exploration and combats and in a four hour session we usually have around ten combats.
My party quickly lose interest in big dungeons. Dungeons just don’t have enough opportunities to make interesting social interactions (compared to cities etc). Small dungeons are cool though.
Too superficial compared to cities. Usually it smells. (I am a dev)If the adventure location is populated by competing groups with their own agendas, there is a ton of possible social interaction. Adventurers showing up to a dynamic dungeon like this can easily be seen as a useful tool to tip the balance of power and proactive players can use such temporary alliances to their advantage.
Dungeon crawl is more like a table top game and not an rpg. It is mainly about exploration and/or murder hobo bloodfest. If you like social elements and good stories it sucks. For these you need more space and variety.
That's like saying, 'Your story based, plot heavy adventures are more of a cooperative narrative brainstorming and not really a game at all.' On its face I find the above claim and your statement both come close to "the right way to playism", but worse denigrates other play styles.Dungeon crawl is more like a table top game and not an rpg. It is mainly about exploration and/or murder hobo bloodfest. If you like social elements and good stories it sucks. For these you need more space and variety.
Same here, convincing the goblins in the northern ruins to act as a distraction so you can sneak past the hydra in the cistern and rope down to the next level w/o getting a tpk is certainly roleplay I'd think.Couldn't disagree more.
I know this is going to sound pedantic but is it possible to play DnD without it being some sort of Dungeon crawl? once you connect 2 or more encounters together you have a 'dungeon' starting to form. the setting doesn't really influence the structure of it so where the iconic delve into the crypt to kill the mummy is a dungeon so is transgressing a thick jungle or moving about Waterdeep.
i might sound crazy for all i know .