How much "dungeon crawl" do you like in a campaign?

How much "dungeon crawl" do you like in your campaigns?

  • 0% - I don't want any dungeon crawls at all.

    Votes: 10 3.0%
  • 10%

    Votes: 23 6.9%
  • 20%

    Votes: 35 10.5%
  • 30%

    Votes: 52 15.6%
  • 40%

    Votes: 43 12.9%
  • 50% - I like an even mixture of dungeon crawls and [other].

    Votes: 81 24.3%
  • 60%

    Votes: 37 11.1%
  • 70%

    Votes: 27 8.1%
  • 80%

    Votes: 20 6.0%
  • 90%

    Votes: 4 1.2%
  • 100% - I want all dungeon crawls, all the time.

    Votes: 2 0.6%


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Not much at all. I am way more of a political court/urban intrigue type myself. I don't mind the rare rare trapse into a dungeon if there is a darn good reason, but it better NOT be the World's Largest Dungeon! :D
 

Unless I'm going old school as a GM ala Necromancer Games, Goodman Games or the World's Largest Dungeon, I tend to stick with smaller ruins, temples, and tombs to get the players in and then back out again.
 

First vote, woohoo!

I like a good ol' fashioned dungeon crawl from time to time -- BUT I don't want the dungeon to be too big, or it bogs down. We're currently fighting our way through the frost giants' rift in our liberation of Geoff, and good golly Miss Molly it feels like it's taking forever. "ANOTHER cave full of giants! *groan*"

This also points out that I want a dungeon crawl to be varied. Room after room full of the Monster Du Jour gets real old, real fast. There need to be some puzzles, some traps, some interesting difficulties to get around ... just wandering from fight to fight is very dull.

-The Gneech :cool:
 

I like a mix of the two. I like for there to be a good reason to be in a dungeon, ruin, etc and I do not really want to play something as large as the World's Largest Dungeon, etc. But some mindless hack and slash can be refreshing at times, again as long as it falls in with a more intricate story arc.
 

If by "Dungeon Crawl" you mean "Site-Based Adventuring," then about 90-100%. I rarely use "Dungeons" though...

-Haunted Manor, Orc Encampment, Crime Guild Manor, Evil Temple, Pirate Ship, Ruins of a Castle, etc.
 

I voted 50%.

I want as a player a good mixture of combat and role-playing. That means the 'dungeon crawls' shouldn't last more than 3 sessions in a row. I'm an equal opportunity player.

As the poll will show, every person has different tastes on how much they want. When I am the DM, I try to keep that in mind.

This is a good poll. I will make one for my own boards.


Peace and smiles :)

j.
 

I want as a player a good mixture of combat and role-playing. That means the 'dungeon crawls' shouldn't last more than 3 sessions in a row.
Is combat and role playing mutually exclusive? Is there no role playing in a dungeon crawl?

Quasqueton
 

I said about 20% of the time, but it tends to cluster (3-4 session crawl, then nothing at all for many sessions).

While D&D started as strictly dungeon crawls, nowadays I have less ability to justify the odd concept that is the "typical" D&D dungeon. The last crawl was of an abandoned dwarven city, with comparatively few traps (most of which never feel appropriate) and absolutely no modern-style silly logica puzzles. Instead it was more of a matter of trying to deal with lots of creepy corners, many ghosts (and other undead), lots of no-longer-in-good-shape "treasures", and the ending of a horrible curse.

...and of course some rope bridges and the like had to be constructed ;)
 

I have a lot of outdoor wilderness adventures, mixed with a lot of political intrigue/espionage type stuff. Dungeon crawls make a nice change of pace, at times. Generally, though, I try to make sure that any "dungeon" has a clear purpose, and isn't an inexplicable pit filled with traps and monsters that have no business existing. ;)

I said about 20%, but that may be a higher number than the actuality.
 

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