How much do you want dungeon crawls?

In 10 game sessions, how many would you like to spend actually in a dungeon?

  • 10 – 100%, every game session, never leave the dungeon

    Votes: 4 2.0%
  • 9

    Votes: 4 2.0%
  • 8 – 80%, very often in a dungeon

    Votes: 38 18.5%
  • 7

    Votes: 19 9.3%
  • 6

    Votes: 23 11.2%
  • 5 – 50%, half the total game sessions

    Votes: 43 21.0%
  • 4

    Votes: 23 11.2%
  • 3

    Votes: 19 9.3%
  • 2 – 20%, only very occasionally in a dungeon

    Votes: 25 12.2%
  • 1

    Votes: 5 2.4%
  • 0 – 0%, not a single game session, never enter a dungeon

    Votes: 2 1.0%

diaglo said:
it is all a dungeon.

city is a dungeon
wilderness is a dungeon
caves are dungeons


conversation/roleplay takes place throughout
"The dungeon is a state of mind"

"It's dungeons all the way down!"
 

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diaglo said:
it is all a dungeon.

city is a dungeon
wilderness is a dungeon
caves are dungeons


conversation/roleplay takes place throughout

Oooo. So close. Let me fix it for you:

City, wilderness,
caves: it is all a dungeon.
Mooks fall like dead leaves.


Cheers, -- N
 

Nifft said:
Oooo. So close. Let me fix it for you:

City, wilderness,
caves: it is all a dungeon.
Mooks fall like dead leaves.


Cheers, -- N
thanks, mang.

never was good at the right number of syllables.
 

I voted 50%. I don't mind some site-based exploring, but I want the other 50% to be overland travel, RP sessions, sieges, etc.
 

Five Seconds?

Stalker0 said:
I've started liking dungeon crawls less and less. The problem with them imo is it focuses on the rogue too much. You search for traps, you searched for loot, you searched for secret doors. The rest of the group waits for a pit to cross or a monster to fight while the rogue is doing everything.

Yes, and? I usually resolve that in five seconds or less.

Now if you face circumstances where the DM and the rogue player like to roleplay every stone, every iron hinge or brass latch, every sconce, yes, it would become annoying.

Try this: tell them it is ming-bogglingly boring!

Dungeons work well when things MOVE!

If things stall, as DM, the party soon has enough visitors to justify moving.... :]
 

Mmm... not a trivial question actually. I have to think for a second about what is a dungeons, let's see:

a- it has to be dangerous
b- it must be hard to get out of danger quickly
c- there must be some limited visibility (for surprises)
d- must be large enough to involve exploration (or risk getting lost)

For example:

I wouldn't call dungeons:

A gladiatorial arena (a+b but not c or d)
A forest (a+c+d but often not b)
A normal palace (b+c+d but not a)

I guess I usually call dungeons only enclosed underground places with monsters and traps :D
There can be others of course that match those qualities, and maybe with the right spell you can get rid of b or c, but still this is usually what the word "dungeon" makes me think.

In that case I think that probably 30-40% in our case.
 

Im quite fine with dungeons, but I want a good reason why im there, and why the dungeon is there. If its meant to be an old temple it should seem like a temple, not just a place to fight through and avoid irationaly placed and unfeasible traps. Got to be believable.
 


I wonder if the comments on the 10, 8, 5, 2, & zero answers unconsciously skew the votes towards themselves. It might have been interesting to either only have those options or not have the comments on 8, 5, & 2.

Not that it really matters. I figure it wouldn't change the big picture. Just wondering...
 

The Edge said:
Im quite fine with dungeons, but I want a good reason why im there, and why the dungeon is there. If its meant to be an old temple it should seem like a temple, not just a place to fight through and avoid irationaly placed and unfeasible traps. Got to be believable.

This is a very good point. I think the 'random monsters and traps' that some dungeons play like is a big factor in why people don't like dungeons in general.
 

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