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<blockquote data-quote="Sword of Spirit" data-source="post: 7124236" data-attributes="member: 6677017"><p>I find my RPG tastes to be rather eclectic. I rarely run into a play style or game element that I don't enjoy in the right situation. Because that's how it works for me--I want different things at different times, just like cuisine. My own design (and overall system preferences) favor a combination of narrativism and explorationism (my rebranding of simulationism), but I don't like narrativism in my D&D. I generally don't care for gamism much, but in certain situations a game-like challenge is exactly what I'm looking for.</p><p></p><p>Enter the D&D (mega)dungeon. An opportunity to shift the focus away from everything else into a deadly game of survive or perish. Dungeons are the <em>only</em> times I play RPGs as a <u>game</u>, rather than as an exploration or a story.</p><p></p><p>Success or failure is more immediate and obvious in a typical dungeon than in other environments. Your character is on high alert, knowing that challenges are likely to be everywhere. And even if it is a little silly, I like it when my super-cautious nature proves necessary to save the PCs of my less risk-averse fellow players. In a sense, you can "win" a dungeon, and you can even "win" against the other players (without being on opposite sides) in a dungeon environment if you survive, prosper, and have more effective ideas to make sure the rest of the party does so than others do.</p><p></p><p>TL;DR</p><p>I like to make D&D a <u>game</u> every now and again, and dungeons are the ideal arena for that.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7124236, member: 6677017"] I find my RPG tastes to be rather eclectic. I rarely run into a play style or game element that I don't enjoy in the right situation. Because that's how it works for me--I want different things at different times, just like cuisine. My own design (and overall system preferences) favor a combination of narrativism and explorationism (my rebranding of simulationism), but I don't like narrativism in my D&D. I generally don't care for gamism much, but in certain situations a game-like challenge is exactly what I'm looking for. Enter the D&D (mega)dungeon. An opportunity to shift the focus away from everything else into a deadly game of survive or perish. Dungeons are the [I]only[/I] times I play RPGs as a [U]game[/U], rather than as an exploration or a story. Success or failure is more immediate and obvious in a typical dungeon than in other environments. Your character is on high alert, knowing that challenges are likely to be everywhere. And even if it is a little silly, I like it when my super-cautious nature proves necessary to save the PCs of my less risk-averse fellow players. In a sense, you can "win" a dungeon, and you can even "win" against the other players (without being on opposite sides) in a dungeon environment if you survive, prosper, and have more effective ideas to make sure the rest of the party does so than others do. TL;DR I like to make D&D a [U]game[/U] every now and again, and dungeons are the ideal arena for that. [/QUOTE]
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