I prefer the trope that the dungeon is ancient and many, many powers have dwelt there in long ages after its original purpose and many adventurers have tried to explore. This allows for far more diversity of experience in the dungeonIf you ever look up the design purpose of most dungeons, you realize most would be build by fallen empires or dead adventurers. That's the only reason there are +1 swords and magic rings in the bottom of them.
I lean hard on this logic.
Adventurers' Guilds start to make a lot more sense in-fiction if you treat them as intended to exploit adventurers, rather than assist them....I can't stand parties of adventurers as a general common trope beyond the party or context specific situations. It takes me out of immersion to have adventurer's guilds and too much built around the party of adventurers as a big regular part of society.
I love having dungeons, vast arrays of monsters, and lots of the quirks of D&D magic.
In my estimation and experience, you get a game that is "truly" D&D.But what happens when we really lean into the tropes? What happens when we let the game rules and those D&Disms say something about the world in which the game takes place?
Yup.I am not necessarily talking about going full meta or playing it like a LitRPG -- although you could do that and I think it could be fun. Rather, I am saying things like:
Alignment is real and an understood part of the philosophy of the world.
mmm, I tend to go a bit more flexible than the books. But mostly, yeah.Magic works in the world like it says it works in the books -- precise, specific generally inflexible and largely focused on combat.
Prrrrretty much, yeah. Generally peaking, this tends to be the uber-successful PC from past groups or campaigns within the setting. But, yes. Not "a-dime-a-dozen," like I would submit settings like Forgotten Realms or Greyhawk espouse. But "a handful," known across the world/through myth or tales (if they're still living), yes, sure.The world is populated by at least some superhuman adventurer types that vastly outperform regular folks and are the only ones that can stop horrible monsters and dastardly villains and angry gods.
But of course! Where else would they be? No angry god worth her salt would be caught undying without a sizeable collection of traps and minions.The world is full of horrible monsters, dastardly villains and angry gods, many of whom dwell in deep underground fortresses full of traps and minions.
Oh yeah. Hundred and fifty percent. (little known secret, the most powerful immense power and apparent benevolence ones are from those times too.The most powerful magical items in the world are beyond even those superhuman heroes. In fact, the world is full of the ruins and detritus of an age of immense power and apparent malevolence.
Perrrrty sher you have the answer to this now.Do you embrace D&Disms in your D&D games?
Not really at all...really. That I've noticed, I mean. The difference between editions are rules-related. Selection of classes, species, and all that "meta" stuff doesn't really swing that far in any given direction. It's the rules that change. And those above examples...they aren't really effected by rules iterations, a.k.a. "Editions."If so, how does it change (if at all) between editions? Are there D&Disms you just can't abide, or love and bring to other games?
As an aside, this is what FASA made official in their Earthdawn game — a "what if there was a reason for all the dungeons, treasure, and demons in your fantasy world" fantasy alternate to D&D — back in the day with Thera and Throal.
- There is some ancient "Rome" that once ruled the known world and fell scattering old tombs and magic. This is also why we have the common language.
Bludgeoning, i am with you there, need that lucerne hammer, but finesse? What polearm is finesse in your view?If only it were true. We have not one bludgeoning or finesse polearm with 10 foot reach despite numerous historical or fantasy examples.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.