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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="shilsen" data-source="post: 3242934" data-attributes="member: 198"><p>Same as in my previous post, except I don't have to describe the weather <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Agreed. I just think it's far more common to see linear than non-linear dungeons as a player, and as a DM, if I'm doing a non-linear adventure, I'd just as soon put it in whatever situation fits (which might, of course, have a dungeon aspect) rather than shooting for a dungeon.</p><p></p><p></p><p></p><p>Sure. I appreciate the thought and the link. I'd read parts of that thread earlier, but never looked through the entire thing. Lots of very nice ideas there.</p><p></p><p></p><p></p><p>Actually, for me, it really <em>is</em> called Dungeons and Dragons for nothing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> As I said, my games almost never feature dungeons, and dragons show up pretty rarely too (thrice in 45 sessions, with two of those being combat encounters). </p><p></p><p>And I'm really big on the whole "what's in a name?" approach, so I tend to ignore nomenclature. Which, to go off on a tangent, helps me with approaching lots of D&D game elements without preconceptions. When I look at a class called the Samurai, I just look at the mechanics (and use what flavor I want), rather than having any expectation that it should/will fit the samurai from history, myth or popular culture. Same goes for monks, demons, devils, angels, dragons, weapons, armor, etc. Which goes some way to explaining why my D&D mostly doesn't have dungeons or dragons.</p></blockquote><p></p>
[QUOTE="shilsen, post: 3242934, member: 198"] Same as in my previous post, except I don't have to describe the weather :) Agreed. I just think it's far more common to see linear than non-linear dungeons as a player, and as a DM, if I'm doing a non-linear adventure, I'd just as soon put it in whatever situation fits (which might, of course, have a dungeon aspect) rather than shooting for a dungeon. Sure. I appreciate the thought and the link. I'd read parts of that thread earlier, but never looked through the entire thing. Lots of very nice ideas there. Actually, for me, it really [i]is[/i] called Dungeons and Dragons for nothing :) As I said, my games almost never feature dungeons, and dragons show up pretty rarely too (thrice in 45 sessions, with two of those being combat encounters). And I'm really big on the whole "what's in a name?" approach, so I tend to ignore nomenclature. Which, to go off on a tangent, helps me with approaching lots of D&D game elements without preconceptions. When I look at a class called the Samurai, I just look at the mechanics (and use what flavor I want), rather than having any expectation that it should/will fit the samurai from history, myth or popular culture. Same goes for monks, demons, devils, angels, dragons, weapons, armor, etc. Which goes some way to explaining why my D&D mostly doesn't have dungeons or dragons. [/QUOTE]
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