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General Tabletop Discussion
*Dungeons & Dragons
Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Gus L" data-source="post: 9424302" data-attributes="member: 7045072"><p>I'm with you so far, but...</p><p></p><p></p><p>I think here you're placing the typical fantasy genre dressings in the front rather then the underlaying mechanics that make classic Dungeon Crawls work. Nonsensical "Funhouse" or "Mythic Underworld" style dungeons are one way to design for dungeon crawls - but so are archeological, highly coherent Jaquays style locations.</p><p></p><p>A Dungeon Crawl is distinct even from location based adventure because it centers the exploration element of play, largely navigation of the space. It's built largely around a spatial understanding of the the adventure rather then a narrative one. One could run a Dungeon Crawl in other genres - such as cyber-fantasy like Shadowrun, but the locus of play would need to remain exploration and the mechanics of the game would need to support that. I don't know if Shadowrun does (can't really say - I have only a passing familiarity, though since it's a 90's game I'd guess it's more scene/narrative based). </p><p></p><p>I think these concepts also work to explain the idea that lighter rules are better. Rules heavy games tend not to be exploration rule heavy ... they tend to focus a lot on tactical combat and character variety (tend - I'm not trying to say they all do) which often makes combat the central activity of the game, where all the risk happens and where all the time at the table gets spent. Exploration rules (mechanics and procedures both) tend to be fairly simple because so much of it is A) navigating a map, making connections and unpuzzling the layout, secrets and alternate entrances B) negotiating obstacles through interrogating the fictional space (asking the referee about details and finding out what they mean or how they are resources for the party). This can be done purely with skill checks, but that's not a big part of classic exploration play and it tends to get boring fast.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9424302, member: 7045072"] I'm with you so far, but... I think here you're placing the typical fantasy genre dressings in the front rather then the underlaying mechanics that make classic Dungeon Crawls work. Nonsensical "Funhouse" or "Mythic Underworld" style dungeons are one way to design for dungeon crawls - but so are archeological, highly coherent Jaquays style locations. A Dungeon Crawl is distinct even from location based adventure because it centers the exploration element of play, largely navigation of the space. It's built largely around a spatial understanding of the the adventure rather then a narrative one. One could run a Dungeon Crawl in other genres - such as cyber-fantasy like Shadowrun, but the locus of play would need to remain exploration and the mechanics of the game would need to support that. I don't know if Shadowrun does (can't really say - I have only a passing familiarity, though since it's a 90's game I'd guess it's more scene/narrative based). I think these concepts also work to explain the idea that lighter rules are better. Rules heavy games tend not to be exploration rule heavy ... they tend to focus a lot on tactical combat and character variety (tend - I'm not trying to say they all do) which often makes combat the central activity of the game, where all the risk happens and where all the time at the table gets spent. Exploration rules (mechanics and procedures both) tend to be fairly simple because so much of it is A) navigating a map, making connections and unpuzzling the layout, secrets and alternate entrances B) negotiating obstacles through interrogating the fictional space (asking the referee about details and finding out what they mean or how they are resources for the party). This can be done purely with skill checks, but that's not a big part of classic exploration play and it tends to get boring fast. [/QUOTE]
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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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