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Dungeon Nomenclature and Taxonomy
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<blockquote data-quote="Reynard" data-source="post: 5238342" data-attributes="member: 467"><p>I am not sure it's beneficial to try and get into a discussion about what constitutes a "module", "adventure" or "campaign" in a general sense -- at the very least, it might create some confusion as to where the definition of a particular sort of dungeon ends and the definition of a particular sort of play begins. While there may be some overlap, I don't think they are necessarily synonymous or even closely tied. After all, one could have a campaign that takes place in a megadungeon that involves modules centered on lairs.</p><p></p><p>What's interesting, I think, is the idea that the different types of dungeon are not seperated by size or geophysical nature, but by use and how they are engaged. We call Castle Greyhawk a megadungeon because it is a dynamic, endless and ever responsive place, while we call the Temple of Elemental Evil a campaign dungeon because it is static and purposeful. (That's not to say that conditions don't change in the Temple, but that it isn't meant to grow and change in response to the PCs; rather, the PCs are supposed to "beat" it.) Dragon Mountain is a huge lair. It seems as though any example of one sort could be tranformed into another with just a few tweaks (Dragon Mountain could easily become a campaign dungeon while eliminating the "end bosses" of the Temple and allowing it to wind its way ever deeper would transform it into a megadungeon).</p><p></p><p>But what is a dungeon. In another thread, Doug talked about degrees of abstraction. If you pull back a degree or two, a city becomes a dungeon: streets and buildings are analogous to hallways and chambers and individuals, groups and political forces become monsters, traps and tricks. Could you pull out another degree and create a "dungeon nation", a land so embroiled in conflict that roads become hallways and villages become rooms?</p><p></p><p>I don't want to get too far away from the core discussion here, though, which is: how do we classify dungeons based on their function in play? Can we? Are there any hard lines or are we likely to find most dungeons fall in the spaces between whatever categories we decide upon. And if so, is there a point in categorizing them at all?</p></blockquote><p></p>
[QUOTE="Reynard, post: 5238342, member: 467"] I am not sure it's beneficial to try and get into a discussion about what constitutes a "module", "adventure" or "campaign" in a general sense -- at the very least, it might create some confusion as to where the definition of a particular sort of dungeon ends and the definition of a particular sort of play begins. While there may be some overlap, I don't think they are necessarily synonymous or even closely tied. After all, one could have a campaign that takes place in a megadungeon that involves modules centered on lairs. What's interesting, I think, is the idea that the different types of dungeon are not seperated by size or geophysical nature, but by use and how they are engaged. We call Castle Greyhawk a megadungeon because it is a dynamic, endless and ever responsive place, while we call the Temple of Elemental Evil a campaign dungeon because it is static and purposeful. (That's not to say that conditions don't change in the Temple, but that it isn't meant to grow and change in response to the PCs; rather, the PCs are supposed to "beat" it.) Dragon Mountain is a huge lair. It seems as though any example of one sort could be tranformed into another with just a few tweaks (Dragon Mountain could easily become a campaign dungeon while eliminating the "end bosses" of the Temple and allowing it to wind its way ever deeper would transform it into a megadungeon). But what is a dungeon. In another thread, Doug talked about degrees of abstraction. If you pull back a degree or two, a city becomes a dungeon: streets and buildings are analogous to hallways and chambers and individuals, groups and political forces become monsters, traps and tricks. Could you pull out another degree and create a "dungeon nation", a land so embroiled in conflict that roads become hallways and villages become rooms? I don't want to get too far away from the core discussion here, though, which is: how do we classify dungeons based on their function in play? Can we? Are there any hard lines or are we likely to find most dungeons fall in the spaces between whatever categories we decide upon. And if so, is there a point in categorizing them at all? [/QUOTE]
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