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Have we lost the dungeon?
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<blockquote data-quote="PapersAndPaychecks" data-source="post: 2260668" data-attributes="member: 28854"><p>I'd characterise the issues being described in this thread as follows:</p><p> </p><p>1. Dungeons -v- other adventures. Here the discussion focuses around the specific setting of a dungeon and the specific mechanics of dungeoneering; some dungeons have come under fire for seemingly arbitrary placement of traps, tricks and monsters, and also for a perceived repetitive nature. As far as I can see the broad conclusion is that dungeon-based adventures are good and can work provided there's a certain minimum amount of rhyme and reason to the dungeon population and the placement of obstacles. Nevertheless, dungeons <em>as a setting</em> have attracted some hostility.</p><p> </p><p>2. Location-based adventures -v- event-based adventures. Here the discussion has focused around the role of the adventure designer, and I could paraphrase the central question thus: "Is the role of the adventure designer to create an interesting and challenging environment for the player characters to explore, or is it to tell a story?" (NB: A few minutes' careful thought will suffice to show that the AD can't do both without compromising on one or the other.) Here, event-based adventures have attracted some hostility and dungeons (which have been associated with location-based adventures, particularly by Celebrim) have come out on top, probably because event-based encounters leave so little room for player choice or player skill to affect the outcome... personally I never want to bother with event-based adventures, we might as well all just sit around drinking beer while the DM tells us what happened and then hands out the xp.</p><p> </p><p>I don't feel that the dichotomy between world design and dungeon design is worth examining. Analysis will show that D&D has <em>always</em> been about world design. In D&D's early history, some campaigns had dungeons that were effectively bigger than the surface world, but that doesn't change the fact.</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 2260668, member: 28854"] I'd characterise the issues being described in this thread as follows: 1. Dungeons -v- other adventures. Here the discussion focuses around the specific setting of a dungeon and the specific mechanics of dungeoneering; some dungeons have come under fire for seemingly arbitrary placement of traps, tricks and monsters, and also for a perceived repetitive nature. As far as I can see the broad conclusion is that dungeon-based adventures are good and can work provided there's a certain minimum amount of rhyme and reason to the dungeon population and the placement of obstacles. Nevertheless, dungeons [i]as a setting[/i] have attracted some hostility. 2. Location-based adventures -v- event-based adventures. Here the discussion has focused around the role of the adventure designer, and I could paraphrase the central question thus: "Is the role of the adventure designer to create an interesting and challenging environment for the player characters to explore, or is it to tell a story?" (NB: A few minutes' careful thought will suffice to show that the AD can't do both without compromising on one or the other.) Here, event-based adventures have attracted some hostility and dungeons (which have been associated with location-based adventures, particularly by Celebrim) have come out on top, probably because event-based encounters leave so little room for player choice or player skill to affect the outcome... personally I never want to bother with event-based adventures, we might as well all just sit around drinking beer while the DM tells us what happened and then hands out the xp. I don't feel that the dichotomy between world design and dungeon design is worth examining. Analysis will show that D&D has [i]always[/i] been about world design. In D&D's early history, some campaigns had dungeons that were effectively bigger than the surface world, but that doesn't change the fact. [/QUOTE]
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