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Do you like dungeon crawls?
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<blockquote data-quote="DND_Reborn" data-source="post: 7911094" data-attributes="member: 6987520"><p>Now, you are specifying "D&D" dungeons, which we all know are riddled with faults, but otherwise...</p><p></p><p>1) Medieval cities were horrible mazes! Look at Rome, London, Paris, or any major city that has been around for hundreds of years--most of them hardly make any sense. Dungeons can make perfect sense if they are made (and played) properly--or at least as much sense as a city. Many "dungeons" are underground dwellings, after all.</p><p></p><p>2. Pace can be set in any environment you are exploring. Setting has nothing to do with it.</p><p></p><p>3. Combat and interaction can be as involved or sparse as the DM and party want. You should try playing some dungeons that aren't hack-n-slash.</p><p></p><p>4. LOL! Sure they don't. Do you know how many people get <em>lost</em> in cities??? With all the streets, allies, and other passageways they are worse than most caverns. There is a nice trick for being in most dungeons, you put a hand on either the left or right wall, and walk forward, keeping your hand there, and you will usually find your way out.</p><p></p><p>5. Again, tracking and bookkeeping can be just as consuming in cities or out in the wilderness as in dungeons. </p><p></p><p>So, if you are playing in a game where cities are that much easier to navigate, your DM is being kind or you are getting a guide, map, or something. In cities you still have to track time, food, light (especially at night), and so forth.</p><p></p><p>Again, how much you want to put into tracking resources is about preference--not setting.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7911094, member: 6987520"] Now, you are specifying "D&D" dungeons, which we all know are riddled with faults, but otherwise... 1) Medieval cities were horrible mazes! Look at Rome, London, Paris, or any major city that has been around for hundreds of years--most of them hardly make any sense. Dungeons can make perfect sense if they are made (and played) properly--or at least as much sense as a city. Many "dungeons" are underground dwellings, after all. 2. Pace can be set in any environment you are exploring. Setting has nothing to do with it. 3. Combat and interaction can be as involved or sparse as the DM and party want. You should try playing some dungeons that aren't hack-n-slash. 4. LOL! Sure they don't. Do you know how many people get [I]lost[/I] in cities??? With all the streets, allies, and other passageways they are worse than most caverns. There is a nice trick for being in most dungeons, you put a hand on either the left or right wall, and walk forward, keeping your hand there, and you will usually find your way out. 5. Again, tracking and bookkeeping can be just as consuming in cities or out in the wilderness as in dungeons. So, if you are playing in a game where cities are that much easier to navigate, your DM is being kind or you are getting a guide, map, or something. In cities you still have to track time, food, light (especially at night), and so forth. Again, how much you want to put into tracking resources is about preference--not setting. [/QUOTE]
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