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Do you like dungeon crawls?
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<blockquote data-quote="hawkeyefan" data-source="post: 7910854" data-attributes="member: 6785785"><p>There are typically more constraints on dungeons than on cities and wilderness areas. There are generally going to be fewer options, fewer sub-locations in a dungeon than in a city. Getting from point A to point B is done in very specific routes, usually limited in number. </p><p></p><p>But, a dungeon and a city are both locations, and so there are similarities. I think the main difference is in how they are typically presented, and the perception that's given people. </p><p></p><p>Dungeons are typically presented as static. This is room 32, there's a Roper within, it has recently devoured an adventurer whose +1 dagger remains near the grisly remains. There's usually a key that indicates where everything is.</p><p></p><p>Cities and wilderness areas are typically presented more dynamically. There are set locations of course (the keep, the inn, the guild house, etc.) but the occupants are expected to roam about and be found at different locations, just like the occupants of an actual city. </p><p></p><p>Of course, dungeons can be dynamic, and often are.....I think very often great pains are taken to make them so. And cities can be static.....very often no matter when the PCs might step into the Sunken Barrel Tavern, there's Olaf behind the bar, wiping it down with a greasy rag. </p><p></p><p>I think it's just a matter of how things are usually, or had traditionally been, presented, and how that's flavored things going forward.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7910854, member: 6785785"] There are typically more constraints on dungeons than on cities and wilderness areas. There are generally going to be fewer options, fewer sub-locations in a dungeon than in a city. Getting from point A to point B is done in very specific routes, usually limited in number. But, a dungeon and a city are both locations, and so there are similarities. I think the main difference is in how they are typically presented, and the perception that's given people. Dungeons are typically presented as static. This is room 32, there's a Roper within, it has recently devoured an adventurer whose +1 dagger remains near the grisly remains. There's usually a key that indicates where everything is. Cities and wilderness areas are typically presented more dynamically. There are set locations of course (the keep, the inn, the guild house, etc.) but the occupants are expected to roam about and be found at different locations, just like the occupants of an actual city. Of course, dungeons can be dynamic, and often are.....I think very often great pains are taken to make them so. And cities can be static.....very often no matter when the PCs might step into the Sunken Barrel Tavern, there's Olaf behind the bar, wiping it down with a greasy rag. I think it's just a matter of how things are usually, or had traditionally been, presented, and how that's flavored things going forward. [/QUOTE]
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