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Have we lost the dungeon?
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<blockquote data-quote="John Morrow" data-source="post: 2271263" data-attributes="member: 27012"><p>Which suggests that the dungeon has less to do with the environment than what the characters do in it. Bill Armintrout's article doesn't talk about personal and group power (except how it might have to be limited to keep the game under control) but about building a campaign based on what you call the McGuffin. As such, it sure doesn't sound like a dungeon crawl at all to me. </p><p></p><p></p><p></p><p>So are plenty of unconfined campaign settings, including science fiction settings where certain types of ships are needed to travel certain distances. Based on this criteria the entire Traveller universe could be described as one really big dungeon. </p><p></p><p></p><p></p><p>And the characters playing through the "Keep on the Borderlands" module might be well aware of the Keep, it's capabilities and topology but that doesn't mean that the Caves of Chaos, which the adventurers travel forth to explore, aren't dungeons. Many of the adventures that don't take place on Moonbase Alpha (and even a few that do) could easily be adapted into a Keep on the Borderlands type game as dungeons.</p><p></p><p></p><p></p><p>Which leads me to wonder, is the issue really just one of focus rather than trappings or structure? Could the Metamophosis Alpha setting, for example, be played like a dungeon or not like a dungeon, depending on how the GM runs their game? What seperates one from the other? Is simply giving the characters a comelling reason for doing what they are doing, other than power and profit, sufficient to change the feel?</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2271263, member: 27012"] Which suggests that the dungeon has less to do with the environment than what the characters do in it. Bill Armintrout's article doesn't talk about personal and group power (except how it might have to be limited to keep the game under control) but about building a campaign based on what you call the McGuffin. As such, it sure doesn't sound like a dungeon crawl at all to me. So are plenty of unconfined campaign settings, including science fiction settings where certain types of ships are needed to travel certain distances. Based on this criteria the entire Traveller universe could be described as one really big dungeon. And the characters playing through the "Keep on the Borderlands" module might be well aware of the Keep, it's capabilities and topology but that doesn't mean that the Caves of Chaos, which the adventurers travel forth to explore, aren't dungeons. Many of the adventures that don't take place on Moonbase Alpha (and even a few that do) could easily be adapted into a Keep on the Borderlands type game as dungeons. Which leads me to wonder, is the issue really just one of focus rather than trappings or structure? Could the Metamophosis Alpha setting, for example, be played like a dungeon or not like a dungeon, depending on how the GM runs their game? What seperates one from the other? Is simply giving the characters a comelling reason for doing what they are doing, other than power and profit, sufficient to change the feel? [/QUOTE]
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