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<blockquote data-quote="Manbearcat" data-source="post: 9623202" data-attributes="member: 6696971"><p>You can't just say "hands them the dungeon map" and leave it at that. In a conversation like this, with so many divergent systems and techniques involved, there are so many values for and variations of "hands them the dungeon map" that the statement reveals very little about what sort of play is happening. I mean, even just cordoning it off to D&D...or even contracting it further still to a particular edition like 5e? We have no idea what work that map is doing either in isolation or in concert with other aspects of play; freeform play vs structured play, using Exploration Turns/xp for Gold/inventory & coin & retainer management/Wandering Monster clock (etc) vs using some or known of those (and those randomly toggling on or off at GM discretion), does the map entail only the architecture or does it also include the key as well as the Wandering Monsters table, is some form of Fail Forward technique employed or does a failure mean that situation-state evolution comes to a halt (and then we need to circle back to the question of Exploration Turns vs a Wandering Monster clock or not)? That is before we even get to the agenda and premise of play...is "solving the dungeon" the point of play or is it merely a backdrop for something else (like the way The Road and The Quiet Place aren't about apocalypse simulation nor aliens, but rather about "Keeping the Fire" in a world that has abandoned it and navigating paternal love/duty/investment amidst the confusion of childhood and an unforgiving, high stakes world)?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9623202, member: 6696971"] You can't just say "hands them the dungeon map" and leave it at that. In a conversation like this, with so many divergent systems and techniques involved, there are so many values for and variations of "hands them the dungeon map" that the statement reveals very little about what sort of play is happening. I mean, even just cordoning it off to D&D...or even contracting it further still to a particular edition like 5e? We have no idea what work that map is doing either in isolation or in concert with other aspects of play; freeform play vs structured play, using Exploration Turns/xp for Gold/inventory & coin & retainer management/Wandering Monster clock (etc) vs using some or known of those (and those randomly toggling on or off at GM discretion), does the map entail only the architecture or does it also include the key as well as the Wandering Monsters table, is some form of Fail Forward technique employed or does a failure mean that situation-state evolution comes to a halt (and then we need to circle back to the question of Exploration Turns vs a Wandering Monster clock or not)? That is before we even get to the agenda and premise of play...is "solving the dungeon" the point of play or is it merely a backdrop for something else (like the way The Road and The Quiet Place aren't about apocalypse simulation nor aliens, but rather about "Keeping the Fire" in a world that has abandoned it and navigating paternal love/duty/investment amidst the confusion of childhood and an unforgiving, high stakes world)? [/QUOTE]
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