diaglo
Adventurer
JamesDJarvis said:(i think they were grumps MA was/is great)
moi, aussi.
j'aime le MA
JamesDJarvis said:(i think they were grumps MA was/is great)
That gets close to what I'm trying to say. "Dungeon" to me isn't just a campaign management tool, its a paradigm of what the game is about. And I know that these days, there's a big push for dungeons that "make sense" and "have a reason" and often that PCs have a better reason to go into them than "for adventure and profit." But classically, they did not. These improvements to the paradigm of the dungeon make it bearable, but it still is not my preferred play method.JamesDJarvis said:Space:1999 isn't a dungeon and Logan's Run isn't either because they don't focus of the accuisition of power as motivators for the characters. Space 1999 is actually a homesteading western and Logan's Run is a retelling of the Oddessey.
S'mon said:I see the communications problem - many people are using words like "evolved" in a teleological sense, so that "more evolved" = "better", the 'Ascent of Man' type idea (which leads to fantasies about humans 'evolving' into 'beings of pure energy' in supposedly scientific fiction) while Joshua is using it in a scientific sense of simply 'changed'. So eg Donjon is 'more evolved' than D&D, because Donjon has changed/deviated/progressed farther from the original roots of the RPG hobby. Doesn't mean Donjon is better (or worse) than D&D though, just different.
Joshua Dyal said:That gets close to what I'm trying to say. "Dungeon" to me isn't just a campaign management tool, its a paradigm of what the game is about. And I know that these days, there's a big push for dungeons that "make sense" and "have a reason" and often that PCs have a better reason to go into them than "for adventure and profit." But classically, they did not. These improvements to the paradigm of the dungeon make it bearable, but it still is not my preferred play method.
Perhaps I'm still just rankled by all the bad games I played as a kid, and have developed a dislike of "the dungeon" all out of proportion to what it truly deserves. Perhaps that's why it seems to be difficult for me to express why it so dissatisfies me.
No, it was the dungeon itself. When I go back to the dungeon to reestablish what the game is about is when I start looking beyond D&D for other games.TerraDave said:So was it bad play that happened to be in a dungeon, or the dungeon?
By the early 80's, when I really started playing, there where lots of alternatives...but they could be just as silly. I have went back to the dungeon more then once to restablish what the game was about, at least for myself.
S'mon said:Obviously Celebrim is correct that all detailed adventures can be presented as flowcharts, what he calls 'dungeons'. To me a dungeon though is that place beyond the threshold of adventure, separate from the everyday life of the mundane world - so the halls of the ruined keep, the paths of the Forest of Doom, or the goblin caverns count, but a murder mystery set in the PCs' home village doesn't.
PapersAndPaychecks said:I think he's describing a "dungeon" as any adventure which is described in terms of maps, keyed locations, encounter tables and rosters rather than in terms of chapters and scenes.
Joshua Dyal said:That gets close to what I'm trying to say. "Dungeon" to me isn't just a campaign management tool, its a paradigm of what the game is about.
Joshua Dyal said:And I know that these days, there's a big push for dungeons that "make sense" and "have a reason" and often that PCs have a better reason to go into them than "for adventure and profit." But classically, they did not. These improvements to the paradigm of the dungeon make it bearable, but it still is not my preferred play method.
Joshua Dyal said:Perhaps I'm still just rankled by all the bad games I played as a kid, and have developed a dislike of "the dungeon" all out of proportion to what it truly deserves. Perhaps that's why it seems to be difficult for me to express why it so dissatisfies me.
The authors of the 3e DMG would disagree with you there, as they state categorically that "the dungeon" is somehow different than the rest of the game; it's where you go to have adventure; and it's separate and distinct from other aspects of the game. That's part of the paradigm I don't like, and I also think it's the root of our cognitive disconnection about what "the dungeon" is. Adventure isn't about "going to the dungeon" to me; it can happen right in your own house, and in my games, it often does. That's what makes "the dungeon" so different from, say, my urban political intrigue type games. Your idea that planning such an adventure is not much different than planning a dungeon is not a new one (I believe Ray Winninger published it in Dragon five years or so ago, and it wasn't new then either) but really the similarities are only very broadly applicable. My game is too malleable based on player actions, which are too open, for my "urban political intrigue dungeon" to be more than a barest skeleton of a flowchart, and much of it has to be generated on the spot. I also avoid many of the classic dungeon elements; I don't think traps are very interesting, for example.Celebrim said:In my campaign worlds, 'the halls of the ruined keep' and the 'paths of the Forest of Doom' and certainly the 'goblin caverns' are part of the everyday mundane world. People don't go there every day, but neither do murders occur in the PC's home village every day either. So I'm afraid I don't understand what you are trying to get at. Are you trying to say that its a dungeon if and only if it isn't mundane in this world? If so, how is a medieval village in which a murderous doppleganger is secretly on the rampage mundane in this world? Or, are you trying merely to say its only a dungeon if the majority of keyed encounters are with foes or potential foes? If so, in my campaign the goblin caverns are not really potentially any different than the dwarven city, since you could offend either one and find yourself in a 'dungeon'.
Well, for one, my games bear little resemblance to a fairy tale. More like a fantasy X-files, conspiracy theory and black ops type of game. And as I said earlier, I don't completely eschew "dungeons" either, but my use of them is sparse compared to the operating paradigm that dungeons are the raison d'etre of D&D.Celebrim said:Perhaps. It seems to me that no matter how sophisticated the adventure story, at some point you are going to have good reason to appeal on the mythic power of entering the forbidden place. Is The Lord of the Rings a bad story because every once in a while the characters dive off into the Mines of Moria, hole up in the Glittering Caves of Aglarond, tread the Paths of the Dead, go through the tunnel in the haunted pass of Cirith Ungol, and are journeying toward the Cracks of Doom? How do you avoid doing a good fairy tale, if once and a while the heroes don't have to enter the magic castle or the house of the wicked witch?
Celebrim said:What does 'beyond the threshold of adventure' mean?
Joshua Dyal said:The authors of the 3e DMG would disagree with you there, as they state categorically that "the dungeon" is somehow different than the rest of the game; it's where you go to have adventure; and it's separate and distinct from other aspects of the game.
That's part of the paradigm I don't like, and I also think it's the root of our cognitive disconnection about what "the dungeon" is. Adventure isn't about "going to the dungeon" to me; it can happen right in your own house, and in my games, it often does.
That's what makes "the dungeon" so different from, say, my urban political intrigue type games.
Well, for one, my games bear little resemblance to a fairy tale.
More like a fantasy X-files...
...and black ops type of game.