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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Gus L" data-source="post: 9426119" data-attributes="member: 7045072"><p>For many yes. There are however ways (slot encumbrance, good turnkeeping or overloaded encounter dice) that allow for Dungeons with fewer keys, but they need some design changes as well. A Jewelbox dungeon can work, but I think the lower limit is somewhere around 10 - 20 keyed locations. It's a tricky and evolving design situation I think.</p><p></p><p>Now siege dungeons (that is locations with an organized foe - be they corporate cybercops, aliens or hobtrolls) are a different sort of scenario that can be distinct from standard exploration Dungeons ... as can a trap/puzzle based Maze or a social/RP based Masquerade. They can also be included in a larger dungeon. You could for example design a giant alien ruin that had within it an AI court where social conflict/intrigue and roleplaying was necessary and a corporate scavenger base that was a Siege. These could both exist as part of a larger exploration based Dungeon, and the two factions (AI's and Scavengers) would have outposts and random exploration parties within. One could hang clocks and responses on interaction with any of this, but the spaces would always be distinct.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9426119, member: 7045072"] For many yes. There are however ways (slot encumbrance, good turnkeeping or overloaded encounter dice) that allow for Dungeons with fewer keys, but they need some design changes as well. A Jewelbox dungeon can work, but I think the lower limit is somewhere around 10 - 20 keyed locations. It's a tricky and evolving design situation I think. Now siege dungeons (that is locations with an organized foe - be they corporate cybercops, aliens or hobtrolls) are a different sort of scenario that can be distinct from standard exploration Dungeons ... as can a trap/puzzle based Maze or a social/RP based Masquerade. They can also be included in a larger dungeon. You could for example design a giant alien ruin that had within it an AI court where social conflict/intrigue and roleplaying was necessary and a corporate scavenger base that was a Siege. These could both exist as part of a larger exploration based Dungeon, and the two factions (AI's and Scavengers) would have outposts and random exploration parties within. One could hang clocks and responses on interaction with any of this, but the spaces would always be distinct. [/QUOTE]
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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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