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How important is it that a dungeon makes sense?
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<blockquote data-quote="Jan van Leyden" data-source="post: 6215528" data-attributes="member: 20307"><p>Wow, thanks! A lot of new information for me! I bow before your extensive knowledge of real-world dungeons.</p><p></p><p></p><p></p><p>That seems to be the difference between as (as far as dungeons are concerned): you are much more discerning than me. My suspension of disbelieve can stand such a thing - within limits. </p><p></p><p>On a tangent: we had a serious realism problem once in a SciFi game. The GM was a physicist, one player a mathematician, the rest physicists as well. It just didn't wok out. When we wanted to rescue a prisoner from a spaceship the train of thought went like this: "spaceships seem to have artificial gravity and judging by the ship's design, it can't possibly be introduced by rotation. So there should be some field generator. If field generators are used for the purpose, any technically minded adventurerer should know how they work. The position of the device should be central on the ship to keep the field as small as possible. OK, we get us some magnetical boots (should be available for emergencies) and go sabotage the generator to give us some minutes of surprise.</p><p></p><p>All efforts by the GM to wiggle free from this adventure-destroying predicament failed due to our concerted scientifical argumentation. <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /> We quickly learned the running a hard SciFi game with physicists isn't the brightest of ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6215528, member: 20307"] Wow, thanks! A lot of new information for me! I bow before your extensive knowledge of real-world dungeons. That seems to be the difference between as (as far as dungeons are concerned): you are much more discerning than me. My suspension of disbelieve can stand such a thing - within limits. On a tangent: we had a serious realism problem once in a SciFi game. The GM was a physicist, one player a mathematician, the rest physicists as well. It just didn't wok out. When we wanted to rescue a prisoner from a spaceship the train of thought went like this: "spaceships seem to have artificial gravity and judging by the ship's design, it can't possibly be introduced by rotation. So there should be some field generator. If field generators are used for the purpose, any technically minded adventurerer should know how they work. The position of the device should be central on the ship to keep the field as small as possible. OK, we get us some magnetical boots (should be available for emergencies) and go sabotage the generator to give us some minutes of surprise. All efforts by the GM to wiggle free from this adventure-destroying predicament failed due to our concerted scientifical argumentation. B-) We quickly learned the running a hard SciFi game with physicists isn't the brightest of ideas. :confused: [/QUOTE]
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