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<blockquote data-quote="Ruin Explorer" data-source="post: 9849177" data-attributes="member: 18"><p>Not all dungeon crawlers are alike, though - this one has a lot of NSR-specific conceits. Like, if you baseline say dungeon crawler to anyone but the most NSR/OSR-pilled serious TTRPGhead, they think of something where a party of HEROES (not merely "gimme the money" merc/adventurers) goes into a dungeon with the intention of going to the bottom of that dungeon and killing the BOSS (not "avoiding the boss as much as possible and nicking his stuff before fleeing, but leaving him to cause harm forevermore").</p><p></p><p>This actually ties into another comment you make, which I think actually reflects what a lot of people want from a "dungeon crawler".</p><p></p><p></p><p>Very much agree.</p><p></p><p>It's a weirdly underserved space in the sense of TTRPGs designed specifically for that. There are an absolute ton of RPGs you can, in theory, use to do something like that, but that don't really have the "hack and slash!!!" energy, which includes not really caring about attrition (the Diablo series are characterized by their lack of meaningful attrition - at worst you might quickly TP back to town to sell loot and buy some more potions, but you'll be there for like, seconds, in most cases), and going through a ton of loot pretty quickly.</p><p></p><p>Maybe it's just because videogames are pretty strong in the space, but I honestly don't think they are, these days. Most ARPGs are rather "I BLEW UP THE SCREEN LOL" solitary affairs (PoE2 is the least like that, but it's still a lot like that), but something party-based and high-energy would be really cool.</p><p></p><p>If they were hewing a bit closer to Draw Steel! I think they could have done well there, but this looks like just another spin on "Avoid combat!!!!" as you say. I really hope they have like, rival adventuring parties and stuff at least as part of the default, because if you're going to go as "extraction shooter" as they seem to want to, they should bring in that element, that you might have to fight other adventurers looking for the same stuff REGULARLY, that they in fact might be a bigger threat than the monsters a lot of the time. D&D and other RPGs have often very light touched on this, with like "competition" with other adventuring parties occasionally in specific adventures or one-off encounters, but none have made it a regular part of the setting that I'm aware of. It would certainly give it a bit more edge.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9849177, member: 18"] Not all dungeon crawlers are alike, though - this one has a lot of NSR-specific conceits. Like, if you baseline say dungeon crawler to anyone but the most NSR/OSR-pilled serious TTRPGhead, they think of something where a party of HEROES (not merely "gimme the money" merc/adventurers) goes into a dungeon with the intention of going to the bottom of that dungeon and killing the BOSS (not "avoiding the boss as much as possible and nicking his stuff before fleeing, but leaving him to cause harm forevermore"). This actually ties into another comment you make, which I think actually reflects what a lot of people want from a "dungeon crawler". Very much agree. It's a weirdly underserved space in the sense of TTRPGs designed specifically for that. There are an absolute ton of RPGs you can, in theory, use to do something like that, but that don't really have the "hack and slash!!!" energy, which includes not really caring about attrition (the Diablo series are characterized by their lack of meaningful attrition - at worst you might quickly TP back to town to sell loot and buy some more potions, but you'll be there for like, seconds, in most cases), and going through a ton of loot pretty quickly. Maybe it's just because videogames are pretty strong in the space, but I honestly don't think they are, these days. Most ARPGs are rather "I BLEW UP THE SCREEN LOL" solitary affairs (PoE2 is the least like that, but it's still a lot like that), but something party-based and high-energy would be really cool. If they were hewing a bit closer to Draw Steel! I think they could have done well there, but this looks like just another spin on "Avoid combat!!!!" as you say. I really hope they have like, rival adventuring parties and stuff at least as part of the default, because if you're going to go as "extraction shooter" as they seem to want to, they should bring in that element, that you might have to fight other adventurers looking for the same stuff REGULARLY, that they in fact might be a bigger threat than the monsters a lot of the time. D&D and other RPGs have often very light touched on this, with like "competition" with other adventuring parties occasionally in specific adventures or one-off encounters, but none have made it a regular part of the setting that I'm aware of. It would certainly give it a bit more edge. [/QUOTE]
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