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General Tabletop Discussion
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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Staffan" data-source="post: 9425517" data-attributes="member: 907"><p>I think there's a hidden assumption on the part of some people about dungeon crawls: scale. At least for some of these people, this is what a small-ish dungeon crawl is supposed to look like:</p><p>[ATTACH=full]375303[/ATTACH]</p><p>Not this:</p><p>[ATTACH=full]375302[/ATTACH]</p><p>Under this model, a dungeon crawl is not just an assault on a fortified site filled with dangerous people and traps in search of some form of treasure. That one fits perfectly into many Shadowrun situations. But there needs to be an exploration element in the form of branching paths, hidden things, and the like, which you don't find in most Shadowrun heists. You certainly <strong>could</strong> have a Shadowrun adventure where you are exploring vast cavern networks, or a ruined arcology, or something like that, and get that exploration element in there, but it's not the norm. I also don't think Shadowrun would be a particularly good system for that sort of thing, because you kind of need attrition for that to work well, and Shadowrun doesn't do attrition particularly well.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9425517, member: 907"] I think there's a hidden assumption on the part of some people about dungeon crawls: scale. At least for some of these people, this is what a small-ish dungeon crawl is supposed to look like: [ATTACH type="full" width="536px"]375303[/ATTACH] Not this: [ATTACH type="full" width="535px"]375302[/ATTACH] Under this model, a dungeon crawl is not just an assault on a fortified site filled with dangerous people and traps in search of some form of treasure. That one fits perfectly into many Shadowrun situations. But there needs to be an exploration element in the form of branching paths, hidden things, and the like, which you don't find in most Shadowrun heists. You certainly [B]could[/B] have a Shadowrun adventure where you are exploring vast cavern networks, or a ruined arcology, or something like that, and get that exploration element in there, but it's not the norm. I also don't think Shadowrun would be a particularly good system for that sort of thing, because you kind of need attrition for that to work well, and Shadowrun doesn't do attrition particularly well. [/QUOTE]
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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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