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<blockquote data-quote="Kurotowa" data-source="post: 8314040" data-attributes="member: 27957"><p>Thank you for helping to crystalize this thought. Me and my brother got our start with D&D by transitioning from Heroquest, so the dungeon delve has a special place in our hearts. But these days, every time our group tries to stick a traditional dungeon run into our campaigns it always gets grindy and boring well before we're done. Working towards story objectives and narrative goals is just more fun for us.</p><p></p><p>In large part, I think it's because video games do it better. If you want to delve into an unknown dungeon, killing monsters and dealing with terrain hazards to fill your bags with loot, then retreat to a safe base camp to dispose of your treasure and resupply, and finally do it all over again... well, Diablo and its kin are right there. Offering infinite procedurally generated dungeons, vast arrays of character advancement and unique gear, and as much or as little of it as you want at any moment.</p><p></p><p>The unique lure of a TTRPG is that it has a story that's custom tailored for our PCs and their actions. We can make the choices and set the goals and never have to sigh and pick from the two or three pre-set options that are all the game devs programmed for. We're free in a way that video games can't come close to. So I believe that's why we lean towards games that take full advantage of that. And if I get that itch from some dungeon delving and loot grinding, Diablo is only a few clicks away.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 8314040, member: 27957"] Thank you for helping to crystalize this thought. Me and my brother got our start with D&D by transitioning from Heroquest, so the dungeon delve has a special place in our hearts. But these days, every time our group tries to stick a traditional dungeon run into our campaigns it always gets grindy and boring well before we're done. Working towards story objectives and narrative goals is just more fun for us. In large part, I think it's because video games do it better. If you want to delve into an unknown dungeon, killing monsters and dealing with terrain hazards to fill your bags with loot, then retreat to a safe base camp to dispose of your treasure and resupply, and finally do it all over again... well, Diablo and its kin are right there. Offering infinite procedurally generated dungeons, vast arrays of character advancement and unique gear, and as much or as little of it as you want at any moment. The unique lure of a TTRPG is that it has a story that's custom tailored for our PCs and their actions. We can make the choices and set the goals and never have to sigh and pick from the two or three pre-set options that are all the game devs programmed for. We're free in a way that video games can't come close to. So I believe that's why we lean towards games that take full advantage of that. And if I get that itch from some dungeon delving and loot grinding, Diablo is only a few clicks away. [/QUOTE]
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