I think this is flawed at the outset. You do not interact with the city or the wilderness the same way you do the dungeon.All the game world is just a dungeon. The only thing that changes is the scale...
I think this is flawed at the outset. You do not interact with the city or the wilderness the same way you do the dungeon.All the game world is just a dungeon. The only thing that changes is the scale...
Fine, you can think that--- but you'd be wrong. You might not realize it, but there it is.I think this is flawed at the outset. You do not interact with the city or the wilderness the same way you do the dungeon.
This isn't plausible at all, at least for any of my RPGing.All the game world is just a dungeon. The only thing that changes is the scale...
It is entirely plausible, but it isn't my job to try to convince you, and I have neither the time nor inclination to do so. If you really think about it, you'll understand eventually in all likelihood, and if you don't--well, that's fine for you of course.This isn't plausible at all, at least for any of my RPGing.
On the one hand, Gygax didn't articulate things with the technical precision that I have done in my post. On the other, though, it's obvious that he (and presumably Arneson too?) was aware of the issue: this is revealed by the fact that the rules for getting lost and for evasion/escape in a dungeon are based around intuitive application of the fiction as the players declare where their PCs travel on the map, whereas the rules for getting lost and for evasion/escape in the wilderness are based on dice rolls. There's no pretence that the map-and-key methods that work in dungeon play can be applied to wilderness play.It is entirely plausible, but it isn't my job to try to convince you, and I have neither the time nor inclination to do so. If you really think about it, you'll understand eventually in all likelihood, and if you don't--well, that's fine for you of course.
Actually, it is quite the opposite. It would easier and less time-consuming to explain in person.So when you assert that there is actually no difference, the inference that I draw is that you use railroading as your framing and resolution method regardless of the fictional backdrop to the players' declared actions. That's the only way I can make sense of what you're saying.
I tried to make it work, but I ultimately found PF2 lacking for what I wanted out of exploration. It wasn’t due to system complexity but what it and the tools it does have both lacked.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?