Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Have we lost the dungeon?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Desdichado" data-source="post: 2254066" data-attributes="member: 2205"><p>Perhaps, although my memory of it wasn't very strong. And I certainly don't remember any <em>modules</em> -- any products that really took non-dungeoncrawling adventures that really helped you to go through with the process. Maybe I just wandered around in the wrong games (I did mostly play TSR games, although I played all of them, in the 1980s) or something, but I distinctly remember seeing modules that were dungeoncrawls, with maybe a bit of outdoor travel to get to the dungeon. That's certainly all I played, but I refused to run those types of adventures. That may be why the homebrew tradition was so strongly ingrained in me from the very early days; I <em>had</em> to, or I wasn't having the types of games I wanted to run.</p><p></p><p>My experience is that that was atypical, and quite fortunate for you, though. Most of us, when we were new, didn't immediately make the cognitive leap to playing beyond what was shown to us. Oh, sure, I had radical ideas, like players not even ever seeing their character sheets, and stuff like that, but I was never able to get my group of fellow junior high school students to go for anything that radical. To them, it was a game -- about the tactical battles, the levelling up, the treasure acquisition; in other words, the whole <em>point</em> of roleplaying games, even beyond D&D, was dungeoncrawling. I was most definitely the odd man out by coming at the game from a fantasy book fan angle, and wanting to replicate more that experience instead.</p><p></p><p>Perhaps I'm dead wrong, but my survey of the products available at the time, and talking to hundreds of folks on the Internet, gamedays, conventions and gamestores around the country is that my experience was typical for folks my age who were playing in the late 70s and early 80s.</p><p></p><p>That statement only makes sense if newer style modules had completely replaced dungeoncrawls and made them obsolete. Since that is obviously not the case, I don't think you can make a convincing argument that dungeoncrawlers are alienated by the general hobby climate.</p><p></p><p>Maybe all my reading of paleontology has given me a different semantic spin to the words, then. "More evolved", "more mature", "more advanced," "primitive" and words like that don't have any value judgement inherent in them when discussing evolution, they simply contrast an earlier state to a more derived and evolved later one.</p><p></p><p>Beer? I thought it was girls we were supposed to discover? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I quite agree, and I think that's why d20 has regained a position of unassailable dominance relative to the mid/late 90s when it was unsure if D&D was going to remain the top dog forever, or continue to lose market share to other games.</p><p></p><p>Not all games have to be everything to everyone. I don't know why that would concern you. If there are gamers out there who prefer that style of play, more power to them if they can get the product they want! If, on the other hand, the game advocates a style of play that is actually inimical to being played, or gaining fans, or what-have-you, then you can simply not buy it. The "more evolved" state of the hobby <em>should</em> be broken down into better defined niches, so as to better cater to the broadest possible consumer base. As opposed to the early 80s situation, when most games were simply minor twists on D&D. That's a "more primitive" condition, and one that was inevitable to end. Clearly not all gamers prefer the classic D&D dungeoncrawling experience. If the hobby had not matured and advanced into a more broad spectrum of games, that would be something to worry about, not the opposite. You seem to think that everyone would have continued to play what was offered; I think that we would have lost gamers forever. I know for a fact that I wouldn't be a gamer today if classic D&D style dungeoncrawling was the only type of gaming I could possibly get.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2254066, member: 2205"] Perhaps, although my memory of it wasn't very strong. And I certainly don't remember any [i]modules[/i] -- any products that really took non-dungeoncrawling adventures that really helped you to go through with the process. Maybe I just wandered around in the wrong games (I did mostly play TSR games, although I played all of them, in the 1980s) or something, but I distinctly remember seeing modules that were dungeoncrawls, with maybe a bit of outdoor travel to get to the dungeon. That's certainly all I played, but I refused to run those types of adventures. That may be why the homebrew tradition was so strongly ingrained in me from the very early days; I [i]had[/i] to, or I wasn't having the types of games I wanted to run. My experience is that that was atypical, and quite fortunate for you, though. Most of us, when we were new, didn't immediately make the cognitive leap to playing beyond what was shown to us. Oh, sure, I had radical ideas, like players not even ever seeing their character sheets, and stuff like that, but I was never able to get my group of fellow junior high school students to go for anything that radical. To them, it was a game -- about the tactical battles, the levelling up, the treasure acquisition; in other words, the whole [i]point[/i] of roleplaying games, even beyond D&D, was dungeoncrawling. I was most definitely the odd man out by coming at the game from a fantasy book fan angle, and wanting to replicate more that experience instead. Perhaps I'm dead wrong, but my survey of the products available at the time, and talking to hundreds of folks on the Internet, gamedays, conventions and gamestores around the country is that my experience was typical for folks my age who were playing in the late 70s and early 80s. That statement only makes sense if newer style modules had completely replaced dungeoncrawls and made them obsolete. Since that is obviously not the case, I don't think you can make a convincing argument that dungeoncrawlers are alienated by the general hobby climate. Maybe all my reading of paleontology has given me a different semantic spin to the words, then. "More evolved", "more mature", "more advanced," "primitive" and words like that don't have any value judgement inherent in them when discussing evolution, they simply contrast an earlier state to a more derived and evolved later one. Beer? I thought it was girls we were supposed to discover? :D I quite agree, and I think that's why d20 has regained a position of unassailable dominance relative to the mid/late 90s when it was unsure if D&D was going to remain the top dog forever, or continue to lose market share to other games. Not all games have to be everything to everyone. I don't know why that would concern you. If there are gamers out there who prefer that style of play, more power to them if they can get the product they want! If, on the other hand, the game advocates a style of play that is actually inimical to being played, or gaining fans, or what-have-you, then you can simply not buy it. The "more evolved" state of the hobby [i]should[/i] be broken down into better defined niches, so as to better cater to the broadest possible consumer base. As opposed to the early 80s situation, when most games were simply minor twists on D&D. That's a "more primitive" condition, and one that was inevitable to end. Clearly not all gamers prefer the classic D&D dungeoncrawling experience. If the hobby had not matured and advanced into a more broad spectrum of games, that would be something to worry about, not the opposite. You seem to think that everyone would have continued to play what was offered; I think that we would have lost gamers forever. I know for a fact that I wouldn't be a gamer today if classic D&D style dungeoncrawling was the only type of gaming I could possibly get. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Have we lost the dungeon?
Top