D&D General Hot Take: Dungeon Exploration Requires Light Rules To Be Fun

EzekielRaiden

Follower of the Way
The dungeon is an environment of its own. A B&E or heist is an adventure that happens in a confined space. A dungeon crawl is an exploration that happens in a particular kind of environment.
That doesn't really help me understand what you see as "dungeon crawling."

Moreover, I'm not really sure I can grant that "The dungeon is an environment of its own," when "dungeon" can refer to so many completely distinct things. Ruined temples, castles (whether active or abandoned), aqueduct or sewage systems, tombs, deep jungles, desert canyons, legit actual houses (active or abandoned), city streets, crashed spaceships, etc. "Dungeon" has very little in the way of strict meaning anymore.
 

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Thomas Shey

Legend
What does B&E and counter-offensive heisting mean to you? How are these things expressed in terms of "dungeon crawling"?

I didn't say anything about counter-incentive heisting. I said "offensive security", as in "they deal with intrusions by doing their best to kill you." Breaking and entering is, well, what it says on the tin; its entering a place that doesn't belong to you, primarily to make money either by direct theft or doing a job for someone else.

The fact there's often some exploratory elements to the SR capers just reinforces it.
 

Tinker Gnome

Adventurer
That doesn't really help me understand what you see as "dungeon crawling."

Moreover, I'm not really sure I can grant that "The dungeon is an environment of its own," when "dungeon" can refer to so many completely distinct things. Ruined temples, castles (whether active or abandoned), aqueduct or sewage systems, tombs, deep jungles, desert canyons, legit actual houses (active or abandoned), city streets, crashed spaceships, etc. "Dungeon" has very little in the way of strict meaning anymore.
The Spencer Mansion from Resident Evil 1 is probably my favorite dungeon of all time.
 


Gus L

Explorer
Having been writing about, playing and writing old school dungeons for a decade plus now my take is that we use the word "Dungeon" too flippantly in RPGs. It's often used as very specific or very general descriptor: a dark maze of stone corridors or any location the players enter.

I think it's far more useful to consider it in terms of play style "a Dungeon Crawl" is specific style of play and a dungeon is an adventure that facilitates this sort of play. Dungeon Crawl style play is centered around exploration, especially navigation and problem solving. One needs both the play style and the adventure for this to work so I define a Dungeon as "A fantastical space to be explored procedurally". It's a general description about what sort of play takes place, not the nature of the location.

In classic D&D Dungeon Crawling is built like a stool - navigation as the locus of play is supported by three legs: Turn Keeping, Supply Depletion, and Randomized Risk (meaning random encounters). Games where these aren't included or are badly supported and haven't been replaced with other mechanics don't do Dungeon Crawls in a compelling way.

This means that something like 5E or another scene/encounter based game will have a really hard time with Dungeon Crawls or Dungeons because its mechanics don't support the play style very well. This doesn't mean they can't have dungeons, as in your party can certainly enter a maze of grey stone corridors filled with monsters and treasure, but it won't play like a Dungeon Crawl because the rules for navigation and exploration aren't there.

TLDR: When talking about if something is a Dungeon or not look at the system rules, not the specifics of the location.
 

pemerton

Legend
What else is there to dungeon crawling than breaking, entering and exploding the LAPD's entire month's supply of pepper spray on top of a human trafficker's boat?
And I consider B&E games with offensive security a dungeon crawl game in everything but name. So we're at an impasse.
I can't speak for @Reynard, but these two posts seem to be focusing on dungeon crawling in terms of fiction: breaking and entering, confronting guards/security, etc.

But as per my posts upthread, what is distinctive about dungeon crawling in my view is the procedure of play, which is based around the map-and-key as the core both to scene framing and much of the action resolution.

What I said is not identical to @Gus L just upthread, but there is general overlap in the way we are approaching the question.
 

dbm

Savage!
Supporter
What I mean is a game with 1000 character options and a bunch of situational modifiers and multiple steps to achieving singular and simple results are "rules heavy" and make dungeon crawling unfun. Complex, long, grindy combats. System where you have to count up a bunch of situational modifiers before you can make the roll to do whatever. Basically, modern D&D system isms.
(I haven’t read the next 16 pages of this thread yet)

I think there are a couple of factors which can make dungeoneering more or less fun and they are kind-of two sides of the same coin. It’s about where the game spends its complexity IMO. Most modern RPGs spend their complexity on combat and put comparatively little into other facets of game play. The best systems IMO have a range of sub-systems which allow you to zoom in or out on different types of character activity based on your needs at the time.

To a degree this is exasperated by a reinforcement cycle - if the game has rules for combat and not much else then play tends to become combat and not much else so the next iteration of the rules becomes even more focused on combat and so on. We can break that cycle, of course, and some systems do explicitly aim to do that.

If you want exploration to be the focus in a session, rather than combat, the system should give you rules which let you put focus on that (exploration) and ideally it also gives you tools to de-emphasise any minor combats that do come up. I suspect the disconnect you experienced might have been that the activities you wanted to put focus on were poorly represented in the system you were using, while other systems do have good rules (or good procedures, for example tracking resources) for those activities.

Older iterations of RPGs seem to have more focus on exploring over combat (in early D&D you got XP from treasure, not killing things, so combat was less the assumed default). And older print games often had to de-emphasise other bits of the game given the real-world restriction on page count. That might make them look rules light in comparison to modern games but it may just be ‘rules different’.

I think that in many cases either the game is missing these tools, or the use of those tools is poorly explained. I think playing toolkit systems has helped me get this idea and internalise it; you can’t use all the rules in GURPS all the time as some sub-systems are clearly contrary to each other.

This is why Savage Worlds is my favourite system these days since it has good and scaleable options for handling combat, chases, interaction, and skill challenges in general with more or less emphasis depending on my needs at the time. And it does that in a more concise yet flexible way which consistently interacts with the PCs so that their abilities help in sensible ways whether you are in a fight, a car chase, rescuing people from a disaster or navigating an underground environment.
 

Thomas Shey

Legend
I can't speak for @Reynard, but these two posts seem to be focusing on dungeon crawling in terms of fiction: breaking and entering, confronting guards/security, etc.

But as per my posts upthread, what is distinctive about dungeon crawling in my view is the procedure of play, which is based around the map-and-key as the core both to scene framing and much of the action resolution.

What I said is not identical to @Gus L just upthread, but there is general overlap in the way we are approaching the question.

If Reynard is talking about it in that specific way, I'll withdraw my statement (because there's no point in arguing a point he's not making) though I'm not convinced he's correct in that one either, but I'm not interested in getting into the weeds enough to argue it.
 

Reynard

Legend
Supporter
If Reynard is talking about it in that specific way, I'll withdraw my statement (because there's no point in arguing a point he's not making) though I'm not convinced he's correct in that one either, but I'm not interested in getting into the weeds enough to argue it.
A dungeon crawl is a specific style of game and does not apply to just any adventure with a dungeon in it.
 


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