Charlaquin
Goblin Queen (She/Her/Hers)
I don’t know as I necessarily agree that a light system is required, it’s just that most heavier systems aren’t designed to facilitate dungeon exploration. What a lot of lighter systems tend to have in common is that the rules they do have must necessarily be tightly focused, and when it comes to D&D imitators, especially old-school-D&D imitators, that tight focus tends to be on dungeon exploration. Whereas crunchier, heavier systems don’t need to be as dedicated to creating a specific feel. Also, a lot of them take more cues from WotC D&D than TSR D&D, so the focus tends to be more on combat than exploration.I ran Abomination vaults for a little bit as a method to learn PF2E, and found that the the complex rules made dungeon delving a chore. I ran and played in a 5E Rappan Athuk game with similar results, plus incongruities of matching that system to old school sensibilities. There were other attempts at dungeon crawling with PF1 and 3.x era D&D, all failures to some degree or another.
Upon discovering 5 Torches Deep, Shadowdark and other rules light D&D inspired games, i have come to the conclusion that dungeon crawling requires a rules light approach in order to be fun. Unwieldy, complex systems are slow, and turn the crawl into a grind. The juice isn't worth the squeeze, as the saying goes.
Do you agree? What are your thoughts on dungeon crawling versus rules complexity?
But I do think one could theoretically create a heavier, more involved system that was highly focused on dungeon exploration. Darkest Dungeon is a good example of that in the video game space. I’m not sure, but I think maybe Torchbearer would be a decent tabletop analogue?