D&D General Justifying dungeons for the modern age


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Dungeons have been a mainstay of our favorite game. More than that, some commentators have argued that dungeons in OD&D and AD&D were a key component of the game's success, namely a laser focus on a specific kind of play. Enter the dungeon, kick open doors, kill monsters, loot treasure. A formula for fantasy gaming excitement.

As the game matured, the dungeon concept became more strained. Why is that dungeon there? How has it not been discovered before? Isn't it dead once cleared? And so on.

I would like to present an alternate theory for dungeons that makes them more logical and sustainable in the modern era.

Dungeons are Underdark strongholds used for surveying or invading the surface races.

This interpretation meshes with many old school assumptions. Doors are hard to open (and keep open) for non-residents by design. Because dungeons are connected to the Underdark, denizens can be replenished. Traps and tricks are used to ward off intruders but are known to denizens. The deeper one goes, the closer one gets to the more dangerous forces of the Underdark. Dungeons are therefore valuable property that need to be defended and resupplied, Dead dungeons that have been abandoned by the Underdark will be re-occupied by some new set of monsters.

I think this is a sound modern concept for dungeons that believably allows for some old school megadungeon whimsy. I'm interested in how others might use this framework, or if they would reject it and why. Thanks!

Having dungeons be an entrance to hells of your campaign setting could also work here
 




ccs

41st lv DM
I would like to present an alternate theory for dungeons that makes them more logical and sustainable in the modern era.

Dungeons are Underdark strongholds used for surveying or invading the surface races.
Sure, that could explain some of them. But I'd never adopt it as the de-facto explanation for all of them.
 


Reynard

Legend
A) I don't think dungeons need any justification. They exist primarily as a gamist concept, but so does the world threatening BBEG and the magic shop and the cleric. D&D is a game. It is full of gamist stuff.

B) If you want to explain dungeons, a singular explanation is just, well, boring. Give EACH dungeon an explanation if you must. This one was once a prison for a mad God and is now occupied by all manner of horrors drawn to the residual foul energy. This one was a living fortress from three Ages past that finally died and ossified in place, now occupied by a cult that believes they can resurrect it. This one is a old keep with some orcs in it.
 



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