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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="pemerton" data-source="post: 9421845" data-attributes="member: 42582"><p>This isn't plausible at all, at least for any of my RPGing.</p><p></p><p>A dungeon has a few key features, when it comes to processes of play:</p><p></p><p style="margin-left: 20px">*A dungeon makes certain aspects of the fiction highly salient (architecture and furniture) while tending to subordinate the relevance of many others (things like colours, time of day, economic relationships and techniques of production, etc);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Related to the above point, the dungeon as a s setting is very sparse - almost artificially so - such that it is plausible for the GM to actually document all the salient elements of the fiction (the map aspires to present the architecture comprehensively, and the key aspires to document all the furniture);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*When it comes to <em>framing scenes</em>, there is an extremely tight process: the players tell the GM where their PCs move and what portals their PCs open and/or look through, the GM plots those moves on the map, the GM refers to their key to work out what the PCs might see or encounter, and the GM frames scenes by reference to what the key tells them;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Closely related to the above, when it comes to <em>resolving declared actions</em>, the GM is often able to refer to the key and to declare the outcomes of actions by direct "intuition" of the fiction: eg the walls set barriers to where the players can have their PCs walk and look; the results of declarations like "We open the door" or "We look through the grille" can be read directly off the key; etc.</p><p></p><p>Changing any of these features completely changes the processes of play: the key ceases to be comprehensive; many other things become potentially salient (eg what are the social dynamics of a particular town or family or business enterprise); very few action declarations can be resolved by direct intuition of the fiction; etc.</p><p></p><p>These vast differences are why the most famous reasonably early D&D adventure that tried to seriously depart from the dungeon crawl framework - namely the DL modules - had to rely almost entirely on railroading to make the scene framing and action resolution "work" as they were intended to.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9421845, member: 42582"] This isn't plausible at all, at least for any of my RPGing. A dungeon has a few key features, when it comes to processes of play: [indent]*A dungeon makes certain aspects of the fiction highly salient (architecture and furniture) while tending to subordinate the relevance of many others (things like colours, time of day, economic relationships and techniques of production, etc); *Related to the above point, the dungeon as a s setting is very sparse - almost artificially so - such that it is plausible for the GM to actually document all the salient elements of the fiction (the map aspires to present the architecture comprehensively, and the key aspires to document all the furniture); *When it comes to [i]framing scenes[/i], there is an extremely tight process: the players tell the GM where their PCs move and what portals their PCs open and/or look through, the GM plots those moves on the map, the GM refers to their key to work out what the PCs might see or encounter, and the GM frames scenes by reference to what the key tells them; *Closely related to the above, when it comes to [i]resolving declared actions[/i], the GM is often able to refer to the key and to declare the outcomes of actions by direct "intuition" of the fiction: eg the walls set barriers to where the players can have their PCs walk and look; the results of declarations like "We open the door" or "We look through the grille" can be read directly off the key; etc.[/indent] Changing any of these features completely changes the processes of play: the key ceases to be comprehensive; many other things become potentially salient (eg what are the social dynamics of a particular town or family or business enterprise); very few action declarations can be resolved by direct intuition of the fiction; etc. These vast differences are why the most famous reasonably early D&D adventure that tried to seriously depart from the dungeon crawl framework - namely the DL modules - had to rely almost entirely on railroading to make the scene framing and action resolution "work" as they were intended to. [/QUOTE]
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