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Have we lost the dungeon?
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<blockquote data-quote="TerraDave" data-source="post: 2252797" data-attributes="member: 22260"><p>(<em>we are debating dungeons now, I guess it was inevitable</em>)</p><p></p><p>My players just found another dungeon, their back! But they never really left, except when we stopped playing. </p><p></p><p>We are living in a <strong><em>dungeon renaissance</em></strong>. Third edition was very much back to the dungeon (though the D20 elements did allow for more). Goodman games and Necromancer make lots of dungeons, as do other companies. WotC best selling recent modules—Sunless Citadel, Forge of Fury, RtToEE—are dungeons. Classic dungeons are available as pdfs, and conversions are on the boards here, WotC even went to the trouble of coming up with a policy for this. We now have the World Largest Dungeon. You never had so much dungeon before!</p><p></p><p>The dungeon is a useful game construct, allowing the DM to prepare a range of encounters while leaving the PCs a lot of choice on how to move through them. In terms of purchased adventures, they are often the ones that work best, less dungeon oriented ones seem to rely too much on the old railroad. </p><p></p><p>Using dungeons doesn’t exclude having an interesting world (which I focused on as soon as I realized what the game was about), doesn’t exclude role-playing, and doesn’t exclude developing interesting stories with the players. Some might even say it makes those things easier.</p><p></p><p>More importantly, <em>not</em> using dungeons does <em>not</em> prevent the campaign from being a tedious and meaningless series of encounters, or worse non-encounters that lead to nothing. Only the DM and players can prevent that, wherever the adventure takes place.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 2252797, member: 22260"] ([I]we are debating dungeons now, I guess it was inevitable[/I]) My players just found another dungeon, their back! But they never really left, except when we stopped playing. We are living in a [B][I]dungeon renaissance[/I][/B]. Third edition was very much back to the dungeon (though the D20 elements did allow for more). Goodman games and Necromancer make lots of dungeons, as do other companies. WotC best selling recent modules—Sunless Citadel, Forge of Fury, RtToEE—are dungeons. Classic dungeons are available as pdfs, and conversions are on the boards here, WotC even went to the trouble of coming up with a policy for this. We now have the World Largest Dungeon. You never had so much dungeon before! The dungeon is a useful game construct, allowing the DM to prepare a range of encounters while leaving the PCs a lot of choice on how to move through them. In terms of purchased adventures, they are often the ones that work best, less dungeon oriented ones seem to rely too much on the old railroad. Using dungeons doesn’t exclude having an interesting world (which I focused on as soon as I realized what the game was about), doesn’t exclude role-playing, and doesn’t exclude developing interesting stories with the players. Some might even say it makes those things easier. More importantly, [I]not[/I] using dungeons does [I]not[/I] prevent the campaign from being a tedious and meaningless series of encounters, or worse non-encounters that lead to nothing. Only the DM and players can prevent that, wherever the adventure takes place. [/QUOTE]
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