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Is "A Wizard Did It" Acceptable Worldbuiling?
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<blockquote data-quote="Mallus" data-source="post: 7994225" data-attributes="member: 3887"><p>The trouble with dungeons is they're first and foremost user-facing puzzles. They exist to challenge <em>players</em>. All those tricksy traps and defenses only make sense it that context.</p><p></p><p>You can give dungeons all sorts of internal logic, justification, and theme, but those are all additional things built around the chassis of their original purpose.</p><p></p><p>Note that I'm using 'dungeon' to mean the sort of thing I first encountered in old D&D and AD&D tournament modules back in Ye Olde Nineteen Eighties. This doesn't apply to real-world structures adapted to be D&D-esque dungeons.</p><p></p><p>But to answer the question: I like a little explanation beyond 'a wizard did it' -- unless they really did do it -- but this isn't quite the same thing as 'making sense'.</p></blockquote><p></p>
[QUOTE="Mallus, post: 7994225, member: 3887"] The trouble with dungeons is they're first and foremost user-facing puzzles. They exist to challenge [I]players[/I]. All those tricksy traps and defenses only make sense it that context. You can give dungeons all sorts of internal logic, justification, and theme, but those are all additional things built around the chassis of their original purpose. Note that I'm using 'dungeon' to mean the sort of thing I first encountered in old D&D and AD&D tournament modules back in Ye Olde Nineteen Eighties. This doesn't apply to real-world structures adapted to be D&D-esque dungeons. But to answer the question: I like a little explanation beyond 'a wizard did it' -- unless they really did do it -- but this isn't quite the same thing as 'making sense'. [/QUOTE]
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