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Justifying dungeons for the modern age
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<blockquote data-quote="Aging Bard" data-source="post: 8317864" data-attributes="member: 7030944"><p>Dungeons have been a mainstay of our favorite game. More than that, some commentators have argued that dungeons in OD&D and AD&D were a key component of the game's success, namely a laser focus on a specific kind of play. Enter the dungeon, kick open doors, kill monsters, loot treasure. A formula for fantasy gaming excitement.</p><p></p><p>As the game matured, the dungeon concept became more strained. Why is that dungeon there? How has it not been discovered before? Isn't it dead once cleared? And so on.</p><p></p><p>I would like to present an alternate theory for dungeons that makes them more logical and sustainable in the modern era.</p><p></p><p><strong>Dungeons are Underdark strongholds used for surveying or invading the surface races</strong>.</p><p></p><p>This interpretation meshes with many old school assumptions. Doors are hard to open (and keep open) for non-residents by design. Because dungeons are connected to the Underdark, denizens can be replenished. Traps and tricks are used to ward off intruders but are known to denizens. The deeper one goes, the closer one gets to the more dangerous forces of the Underdark. Dungeons are therefore valuable property that need to be defended and resupplied, Dead dungeons that have been abandoned by the Underdark will be re-occupied by some new set of monsters.</p><p></p><p>I think this is a sound modern concept for dungeons that believably allows for some old school megadungeon whimsy. I'm interested in how others might use this framework, or if they would reject it and why. Thanks!</p></blockquote><p></p>
[QUOTE="Aging Bard, post: 8317864, member: 7030944"] Dungeons have been a mainstay of our favorite game. More than that, some commentators have argued that dungeons in OD&D and AD&D were a key component of the game's success, namely a laser focus on a specific kind of play. Enter the dungeon, kick open doors, kill monsters, loot treasure. A formula for fantasy gaming excitement. As the game matured, the dungeon concept became more strained. Why is that dungeon there? How has it not been discovered before? Isn't it dead once cleared? And so on. I would like to present an alternate theory for dungeons that makes them more logical and sustainable in the modern era. [B]Dungeons are Underdark strongholds used for surveying or invading the surface races[/B]. This interpretation meshes with many old school assumptions. Doors are hard to open (and keep open) for non-residents by design. Because dungeons are connected to the Underdark, denizens can be replenished. Traps and tricks are used to ward off intruders but are known to denizens. The deeper one goes, the closer one gets to the more dangerous forces of the Underdark. Dungeons are therefore valuable property that need to be defended and resupplied, Dead dungeons that have been abandoned by the Underdark will be re-occupied by some new set of monsters. I think this is a sound modern concept for dungeons that believably allows for some old school megadungeon whimsy. I'm interested in how others might use this framework, or if they would reject it and why. Thanks! [/QUOTE]
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