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Crows, James Introcasos MCDM Dungeon Crawler RPG
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<blockquote data-quote="Mannahnin" data-source="post: 9833152" data-attributes="member: 7026594"><p>I'm inferring it means a game which mechanically supports dungeon crawling with specific procedures and rules to enhance that mode of play, and specifically focuses on dungeons as the primary activity.</p><p></p><p>We might call Shadowdark one (even though the core d20 mechanic is not specific to that and the game has been expanded now with a big hexcrawl) because of the centrality of light/torch mechanics and the turn structure.</p><p></p><p>We might call OD&D or 1981 Moldvay Basic "Dungeoncrawlers" because they were designed focused on that play mode and with procedural mechanics centered on it, including core mechanics for bashing down doors, looking for room traps and secret doors, and for wandering monsters.</p><p></p><p>I know Torchbearer also explicitly supports overland travel and exploration too, but I think its take on resource-challenging, difficult exploration play might be another good example.</p><p></p><p>World of Dungeons could be another example. And His Majesty the Worm another.</p><p></p><p>It does seem to me like crawling dungeons is MOSTLY a design space occupied by OSR games/D&D clones and NuSR variations, with stuff like Torchbearer or WoD as notable exceptions, so maybe it's indeed a ripe area for more innovation. Doing it differently from those.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9833152, member: 7026594"] I'm inferring it means a game which mechanically supports dungeon crawling with specific procedures and rules to enhance that mode of play, and specifically focuses on dungeons as the primary activity. We might call Shadowdark one (even though the core d20 mechanic is not specific to that and the game has been expanded now with a big hexcrawl) because of the centrality of light/torch mechanics and the turn structure. We might call OD&D or 1981 Moldvay Basic "Dungeoncrawlers" because they were designed focused on that play mode and with procedural mechanics centered on it, including core mechanics for bashing down doors, looking for room traps and secret doors, and for wandering monsters. I know Torchbearer also explicitly supports overland travel and exploration too, but I think its take on resource-challenging, difficult exploration play might be another good example. World of Dungeons could be another example. And His Majesty the Worm another. It does seem to me like crawling dungeons is MOSTLY a design space occupied by OSR games/D&D clones and NuSR variations, with stuff like Torchbearer or WoD as notable exceptions, so maybe it's indeed a ripe area for more innovation. Doing it differently from those. [/QUOTE]
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