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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Guest 7037866" data-source="post: 9420522"><p>All the game world is just a dungeon. The only thing that changes is the scale...</p><p></p><p>Every part of the game deals primarily with a location, a challenge, and a measure for progression or success.</p><p></p><p>If you consider exploring a city or section of wilderness, the game devolves into encounter locations (buildings, natural landmarks, an ambush site, or whatever), paths to get from one location to another (streets, roads, rivers, trails)--even if the PCs forge their own, some event related to the story happening at the location (a battle, mystery, NPC meeting, etc.), and so on.</p><p></p><p>Whether the PCs are exploring a dungeon, where the locations are (primarily) rooms, the paths between locations are halls, stairs, etc., challenges are encounters (creatures, traps, puzzles, whatever), and of course progress or success moves the story along.</p><p></p><p>The trappings change, but the game is always the same with only minor variations. I explained this once to a new DM, and it sort of blew his mind. He was stressing over running different types of adventures, but I told him about this and how what really matters (IMO) is the story/adventure. Everything else is just set dressing.</p><p></p><p>So, rules-light or rules-heavy shouldn't really matter to much IME. If you're tracking time, resources, etc. during a dungeon crawl, aren't you also doing it during wilderness exploration? When adventuring in a town or inhabited area? The resources might alter a bit, or the focus on which type of resource perhaps, but I know I am always tracking time (for example), even if the scale of the time changes (minutes or hours in a dungeon typcially, hours generally in towns, hours or days for wilderness--even weeks or months at times).</p><p></p><p>Thus, I have to question why do you think rules-light works better for dungeons, when it doesn't work then for these other <em>forms of dungons</em> such as towns, wilderness, etc.?</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9420522"] All the game world is just a dungeon. The only thing that changes is the scale... Every part of the game deals primarily with a location, a challenge, and a measure for progression or success. If you consider exploring a city or section of wilderness, the game devolves into encounter locations (buildings, natural landmarks, an ambush site, or whatever), paths to get from one location to another (streets, roads, rivers, trails)--even if the PCs forge their own, some event related to the story happening at the location (a battle, mystery, NPC meeting, etc.), and so on. Whether the PCs are exploring a dungeon, where the locations are (primarily) rooms, the paths between locations are halls, stairs, etc., challenges are encounters (creatures, traps, puzzles, whatever), and of course progress or success moves the story along. The trappings change, but the game is always the same with only minor variations. I explained this once to a new DM, and it sort of blew his mind. He was stressing over running different types of adventures, but I told him about this and how what really matters (IMO) is the story/adventure. Everything else is just set dressing. So, rules-light or rules-heavy shouldn't really matter to much IME. If you're tracking time, resources, etc. during a dungeon crawl, aren't you also doing it during wilderness exploration? When adventuring in a town or inhabited area? The resources might alter a bit, or the focus on which type of resource perhaps, but I know I am always tracking time (for example), even if the scale of the time changes (minutes or hours in a dungeon typcially, hours generally in towns, hours or days for wilderness--even weeks or months at times). Thus, I have to question why do you think rules-light works better for dungeons, when it doesn't work then for these other [I]forms of dungons[/I] such as towns, wilderness, etc.? [/QUOTE]
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