jrients
First Post
Sammael said:I am not a fan of dungeons. Good dungeons take forever to design, taking into account the logic behind the dungeon's creation and/or its current occupants, as well as their internal interactions. And then, the PCs come in, miss 99% of the cool stuff in there, kill the monsters, and take the treasure. In case of my PCs, they also get bored, because they prefer the wilderness and the city environment.
As a player, I also dislike dungeons, because they always feel contrived and fake.
There is nothing inherently wrong with random, jumbled-up dungeons that make little sense. How the hobby came to a contrary conclusion is beyond me. A good dungeon has a certain sense of dreamlike irrationality. That's what gives it the inherent danger, the mystique, the edge it has. A descent into a dungeon should involve the PCs symbolically plunging into the collective unconsciousness of the world, a place where nightmares take life and wonders are beheld. I find it unseemly to try to impose a draconian sense of purpose or ecology on such phantasmagorical wonderlands. Sometimes it's okay that the ki-rin in room 23 lives in relative peace with the succubi in room 24.