Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Darkvision Ruins Dungeon-Crawling
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shardstone" data-source="post: 9560525" data-attributes="member: 6807784"><p>I think we have different schema for dungeon-crawling. I see cave-crawling as a variation within the same dungeon genre. For example, while <em>Veins of the Earth </em>presents a fabulous bespoke system for cave-crawling, that same system works just as good for dungeon crawling. But if you consider those two things seperate, I imagine that you probably have a very firm idea of what a dungeon is, and what gameplay in a dungeon is like.</p><p></p><p>That's normal and fine, but to me, who has a different schema of dungeon-crawling, darkvision isn't a big deal. In Elden Ring, most dungeons are suitably lit with torches of ghostflame -- this pale blue-white fire that occurs when your burn the dead in the setting. Enemies are camoflauged throughout the environment, essentially different types of gargoyles and undead. There are a lot of jumpscares because as you're playing, you don't know what's around the corner, you can't see clearly into rooms due to the architecture, and enemies are blended into the environment. So, you never quite know what's going on in a room until you enter it or unless you are clever and cautious in investigating it. You also can't fast-travel out of dungeons nor rest, so you have to manage your resources -- arrows, pots, HP + mana, etc -- as you scale deep into these eerie dungeons where death and danger lurk around every corner.</p><p></p><p>But there isn't a lot of darkness. There's darkness in chasms, or beneath elevators, but that darkness is deep space that you'll die if you go into and that darkvision wouldn't be able to fully penetrate anyhow. But the hallways, the rooms, there is ghostflame everywhere, and it makes the whole environment feel so creepy. Like you've entered a world where Death is king, and you need to get out. </p><p></p><p>The key take away here is that you can achieve the same effect as darkness by using architecture and ruin as well as eerie setting elements (making things feel wrong, like ghostflame vs normal flame). But if your schema of a dungeon is a dark, dank place, you aren't WRONG about darkvision ruining dungeon-crawling -- because for the dungeons you create and run, it does. But in my dungeons, because of my tastes and schemas, it doesn't.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9560525, member: 6807784"] I think we have different schema for dungeon-crawling. I see cave-crawling as a variation within the same dungeon genre. For example, while [I]Veins of the Earth [/I]presents a fabulous bespoke system for cave-crawling, that same system works just as good for dungeon crawling. But if you consider those two things seperate, I imagine that you probably have a very firm idea of what a dungeon is, and what gameplay in a dungeon is like. That's normal and fine, but to me, who has a different schema of dungeon-crawling, darkvision isn't a big deal. In Elden Ring, most dungeons are suitably lit with torches of ghostflame -- this pale blue-white fire that occurs when your burn the dead in the setting. Enemies are camoflauged throughout the environment, essentially different types of gargoyles and undead. There are a lot of jumpscares because as you're playing, you don't know what's around the corner, you can't see clearly into rooms due to the architecture, and enemies are blended into the environment. So, you never quite know what's going on in a room until you enter it or unless you are clever and cautious in investigating it. You also can't fast-travel out of dungeons nor rest, so you have to manage your resources -- arrows, pots, HP + mana, etc -- as you scale deep into these eerie dungeons where death and danger lurk around every corner. But there isn't a lot of darkness. There's darkness in chasms, or beneath elevators, but that darkness is deep space that you'll die if you go into and that darkvision wouldn't be able to fully penetrate anyhow. But the hallways, the rooms, there is ghostflame everywhere, and it makes the whole environment feel so creepy. Like you've entered a world where Death is king, and you need to get out. The key take away here is that you can achieve the same effect as darkness by using architecture and ruin as well as eerie setting elements (making things feel wrong, like ghostflame vs normal flame). But if your schema of a dungeon is a dark, dank place, you aren't WRONG about darkvision ruining dungeon-crawling -- because for the dungeons you create and run, it does. But in my dungeons, because of my tastes and schemas, it doesn't. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Darkvision Ruins Dungeon-Crawling
Top