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Have we lost the dungeon?
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<blockquote data-quote="Desdichado" data-source="post: 2258538" data-attributes="member: 2205"><p>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.</p><p></p><p>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 <em>raison d'etre</em> of D&D.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2258538, member: 2205"] 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. 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 [i]raison d'etre[/i] of D&D. [/QUOTE]
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