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Have we lost the dungeon?
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<blockquote data-quote="Celebrim" data-source="post: 2252046" data-attributes="member: 4937"><p>Count me among the dungeoneers as well, although my dungeons have changed alot since the time when I was 12. Back then, dungeons were to me excuses to put as many monsters in one area as possible.</p><p></p><p>Actually, my post #1 on this site was a rambling essay on good dungeon design based on what I'd learned over the years. If someone could fine a link to it, I'd appreciate it.</p><p></p><p>In short, dungeons should serve the needs of RP in a game that revolves around narrativist needs (which I prefer), and RP should serve the needs of dungeons if the players are are powergamers/puzzle solvers that play because they like dungeon crawling and overcoming obstacles (which is the sort of game I run when I'm doing weekly open sessions at the local game store).</p><p></p><p>To be honest, I think more words need to be spent on good dungeon design. The short essay I gave doesn't begin to cover it. There is alot to be said about designing a good dungeon and while there are several people in the industry that I think are very good at it, they haven't yet spent alot of time communicating how you go about it. In part, I think this is because they've never thought about it enough to be able to communicate it coherently. </p><p></p><p>Because 'world design' appeals more to the top down simulationist that seems to lurk in the heart of every DM, alot more time has been talking about it. In fact, there are all sorts of people out there that enjoy world design for world design's sake, with little regard at all for ever creating an actual game. In fact, I dare say that the biggest market for GURPS products comes from DM's like this.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2252046, member: 4937"] Count me among the dungeoneers as well, although my dungeons have changed alot since the time when I was 12. Back then, dungeons were to me excuses to put as many monsters in one area as possible. Actually, my post #1 on this site was a rambling essay on good dungeon design based on what I'd learned over the years. If someone could fine a link to it, I'd appreciate it. In short, dungeons should serve the needs of RP in a game that revolves around narrativist needs (which I prefer), and RP should serve the needs of dungeons if the players are are powergamers/puzzle solvers that play because they like dungeon crawling and overcoming obstacles (which is the sort of game I run when I'm doing weekly open sessions at the local game store). To be honest, I think more words need to be spent on good dungeon design. The short essay I gave doesn't begin to cover it. There is alot to be said about designing a good dungeon and while there are several people in the industry that I think are very good at it, they haven't yet spent alot of time communicating how you go about it. In part, I think this is because they've never thought about it enough to be able to communicate it coherently. Because 'world design' appeals more to the top down simulationist that seems to lurk in the heart of every DM, alot more time has been talking about it. In fact, there are all sorts of people out there that enjoy world design for world design's sake, with little regard at all for ever creating an actual game. In fact, I dare say that the biggest market for GURPS products comes from DM's like this. [/QUOTE]
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