Aldarc
Legend
There's definitely not anything to discuss if this is your reading of my post.If you are going to suggest 5E is a lighter game than B/X, I'm not sure there's much to discuss.
There's definitely not anything to discuss if this is your reading of my post.If you are going to suggest 5E is a lighter game than B/X, I'm not sure there's much to discuss.
Yes it does. If a dungeon only has five interesting locations and twenty tedious ones then it's a better adventure if you get to the interesting ones in two sessions than if you do in ten.No, but it doesn't mean speed makes it better, either. I'd rather have less areas with more engagement than the other way around.
Also, don't make the ratio of interesting to tedious 1:4.Yes it does. If a dungeon only has five interesting locations and twenty tedious ones then it's a better adventure if you get to the interesting ones in two sessions than if you do in ten.
Ratio in terms of what? If I'm building a dungeon based on a castle I might have four servant's quarters or privies for every duke's bedroom or ballroom. And there won't be much loot in the former two categories. In terms of volume of floorspace I therefore have no problem with the idea that most areas aren't intended to be highlights. But I barely expect to spend any time in the less interesting locations; in terms of time it's not 1:4. And something that slows the game down everywhere means that proportionally more time is spent in the less interesting locations.Also, don't make the ratio of interesting to tedious 1:4.
I don't think the former use of the dungeon should have a huge impact on what's in any given room in its current state. How long has the castle been abandoned? Who or what has occupied it since? What strange goings ons have changed it? That sort of thing.Ratio in terms of what? If I'm building a dungeon based on a castle I might have four servant's quarters or privies for every duke's bedroom or ballroom. And there won't be much loot in the former two categories. In terms of volume of floorspace I therefore have no problem with the idea that most areas aren't intended to be highlights. But I barely expect to spend any time in the less interesting locations; in terms of time it's not 1:4. And something that slows the game down everywhere means that proportionally more time is spent in the less interesting locations.
Yes it does. If a dungeon only has five interesting locations and twenty tedious ones then it's a better adventure if you get to the interesting ones in two sessions than if you do in ten.
It should matter for a while, at least. Oftentimes, a ruined fortification won't have everything cleared out of it just because it has new tenants. Large sections may go unused, and thus relatively untouched, other than for looting.I don't think the former use of the dungeon should have a huge impact on what's in any given room in its current state. How long has the castle been abandoned? Who or what has occupied it since? What strange goings ons have changed it? That sort of thing.
Who said anything about former use? That dungeon was using a literal real world castle map as a castle and outpost connected to the BBEG.I don't think the former use of the dungeon should have a huge impact on what's in any given room in its current state. How long has the castle been abandoned? Who or what has occupied it since? What strange goings ons have changed it? That sort of thing.
I ran Abomination vaults for a little bit as a method to learn PF2E, and found that the the complex rules made dungeon delving a chore. I ran and played in a 5E Rappan Athuk game with similar results, plus incongruities of matching that system to old school sensibilities. There were other attempts at dungeon crawling with PF1 and 3.x era D&D, all failures to some degree or another.
Upon discovering 5 Torches Deep, Shadowdark and other rules light D&D inspired games, i have come to the conclusion that dungeon crawling requires a rules light approach in order to be fun. Unwieldy, complex systems are slow, and turn the crawl into a grind. The juice isn't worth the squeeze, as the saying goes.
Do you agree? What are your thoughts on dungeon crawling versus rules complexity?