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Have we lost the dungeon?
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<blockquote data-quote="Celebrim" data-source="post: 2258719" data-attributes="member: 4937"><p>Well, they are wrong or at least have done a bad job of conveying their meaning. And that's yet another reason for me to never buy the DMG. </p><p></p><p>The dungeon is just the location where by definition the adventure happens, and since adventure can happen anywhere so can a dungeon. It's distinctly different from the rest of the game only in the sense that it generally needs to be described in more detail than the rest of the game world precisely because that is where the action is going to take place. Thus, at its heart, the dungeon is just a construct which serves the gamist need of having enough detail to provide firm challenges and sufficient information to meet those challenges.</p><p></p><p></p><p></p><p>OK, I guess I understand where our definitions disagree. In my definition, the minute adventures start happening in your own house, then your own house becomes 'the dungeon' and your house - which might have existed only as an vague and discontinious space - suddenly needs to be fleshed out with details like whether the parlor is directly connected to the kitchen and whether the upper story windows have bars on them.</p><p></p><p></p><p></p><p>Only if you assume that urban environments aren't actually actual and potential dungeons. In fact, there is actually no reason why lots of intrigue can't go on in a classical dungeon, and in fact several early published modules certainly make allowances for this sort of thing should the DM want to go that way.</p><p></p><p></p><p></p><p>Ahh.. so you say.</p><p></p><p></p><p></p><p>You mean, the characters hear of an adventure in a distant place and go on a quest where they discover a conspiracy of some evil which they must thwart using only thier wits and courage, and in which one of the major characters is on a quest to rescue his sister these years past stolen away by the fairies.. .er I mean aliens, in which the stories are short usually self-contained epsisodes which serve as metaphorical warnings of various sorts, and which generally end with the villain dying or otherwise being punished in some ghastly way? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>You mean, the characters must stealthy penetrate a hardened high value target of some sort which is currently being held and defended by agents of the enemy, possibly elimenating these agents as they go? And for that matter, what percentage of X-files episodes do you think ultimately have Mulder and Scully entering a dungeon of some sort (secret military base, the monsters house, etc.)?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2258719, member: 4937"] Well, they are wrong or at least have done a bad job of conveying their meaning. And that's yet another reason for me to never buy the DMG. The dungeon is just the location where by definition the adventure happens, and since adventure can happen anywhere so can a dungeon. It's distinctly different from the rest of the game only in the sense that it generally needs to be described in more detail than the rest of the game world precisely because that is where the action is going to take place. Thus, at its heart, the dungeon is just a construct which serves the gamist need of having enough detail to provide firm challenges and sufficient information to meet those challenges. OK, I guess I understand where our definitions disagree. In my definition, the minute adventures start happening in your own house, then your own house becomes 'the dungeon' and your house - which might have existed only as an vague and discontinious space - suddenly needs to be fleshed out with details like whether the parlor is directly connected to the kitchen and whether the upper story windows have bars on them. Only if you assume that urban environments aren't actually actual and potential dungeons. In fact, there is actually no reason why lots of intrigue can't go on in a classical dungeon, and in fact several early published modules certainly make allowances for this sort of thing should the DM want to go that way. Ahh.. so you say. You mean, the characters hear of an adventure in a distant place and go on a quest where they discover a conspiracy of some evil which they must thwart using only thier wits and courage, and in which one of the major characters is on a quest to rescue his sister these years past stolen away by the fairies.. .er I mean aliens, in which the stories are short usually self-contained epsisodes which serve as metaphorical warnings of various sorts, and which generally end with the villain dying or otherwise being punished in some ghastly way? :) You mean, the characters must stealthy penetrate a hardened high value target of some sort which is currently being held and defended by agents of the enemy, possibly elimenating these agents as they go? And for that matter, what percentage of X-files episodes do you think ultimately have Mulder and Scully entering a dungeon of some sort (secret military base, the monsters house, etc.)? [/QUOTE]
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