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Have we lost the dungeon?
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<blockquote data-quote="Celebrim" data-source="post: 2257272" data-attributes="member: 4937"><p>Well, I'm not yet sure what your point is. But my point (or at least one of them) is this; ultimately, what the PC's are adventuring in <em>is</em> the campaign management tool and ultimately the dungeon <em>is</em> nothing more than a map and a stack of words. No matter what you campaign style, if you try to communicate how to replicate your work (at least in part) - as you must if you are going to publish it - ultimately what you are going to write down is no different than a dungeon. It is isn't until the DM waves his hand over the stack of words and performs his magic that that stack of words and map turns into some shared imaginary space that the DM's and PC's can share in. When he does that, if he's pretty good at what he does, then the campaign can look and feel like just about anything, but if you remove the draperies, wall paper, and stage props and look at what is underneath it all it is always indistinguishable from a dungeon. And the dungeons themselves - removed of all the fluff that makes one a soiree at the Louvre in 18th century France, another a mining colony on Io where a murder has taken place, and another the ruins of a Necromancer's fortress - are distinguisable from one another only in the shapes of thier map.</p><p></p><p>What I'm trying to establish is what makes one dungeon well designed and another one not well designed, and since I don't think anything but flavor and DM skill separate the adventure from the dungeon, I'm really asking what it takes to have a well designed adventure.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2257272, member: 4937"] Well, I'm not yet sure what your point is. But my point (or at least one of them) is this; ultimately, what the PC's are adventuring in [i]is[/i] the campaign management tool and ultimately the dungeon [i]is[/i] nothing more than a map and a stack of words. No matter what you campaign style, if you try to communicate how to replicate your work (at least in part) - as you must if you are going to publish it - ultimately what you are going to write down is no different than a dungeon. It is isn't until the DM waves his hand over the stack of words and performs his magic that that stack of words and map turns into some shared imaginary space that the DM's and PC's can share in. When he does that, if he's pretty good at what he does, then the campaign can look and feel like just about anything, but if you remove the draperies, wall paper, and stage props and look at what is underneath it all it is always indistinguishable from a dungeon. And the dungeons themselves - removed of all the fluff that makes one a soiree at the Louvre in 18th century France, another a mining colony on Io where a murder has taken place, and another the ruins of a Necromancer's fortress - are distinguisable from one another only in the shapes of thier map. What I'm trying to establish is what makes one dungeon well designed and another one not well designed, and since I don't think anything but flavor and DM skill separate the adventure from the dungeon, I'm really asking what it takes to have a well designed adventure. [/QUOTE]
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Have we lost the dungeon?
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