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Justifying dungeons for the modern age
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<blockquote data-quote="Don Durito" data-source="post: 8317874" data-attributes="member: 6687260"><p>I'd suggest the following references:</p><p></p><p><strong>Eyes of the Stone Thief:</strong> by Gareth Ryder Hanrahan Thirteenth Age (Shows what can be done with the living dungeon and how it intersects with the mythic underworld idea.)</p><p><strong>The Parlainth Boxed Set (Earthdawn) </strong>or <strong>Vor Rukoth (4e):</strong> The Parlainth boxed set is Robin Laws take on how to explore a ruined city (a ruined city is obviously easily justifiable). He shows how you can break the ruined city up into abstract zones based around factions. Vor Rukoth is a much smaller 4th edition take which follows Laws' earlier work like a formula and shows how you can too.</p><p><strong>Symbaroum: </strong>A whole setting based around a ruined civilisation in a corrupted overgrown forest, feels very real,; treasure hunters have to purchase licenses to go into the forest and explore the ruins.</p><p><strong>Ptolus and the Banewarrens</strong> (Monte Cook 3rd Edition): Cooks shows how to interweave a megadungeon into a large fantasy city, and how to use factions to have competing stories over entrance into the dungeon.</p><p></p><p>Basically one thing all of these takes have in common is that you don't choose <em>between </em>story and dungeon exploration - the two are completely intertwined throughout.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8317874, member: 6687260"] I'd suggest the following references: [B]Eyes of the Stone Thief:[/B] by Gareth Ryder Hanrahan Thirteenth Age (Shows what can be done with the living dungeon and how it intersects with the mythic underworld idea.) [B]The Parlainth Boxed Set (Earthdawn) [/B]or [B]Vor Rukoth (4e):[/B] The Parlainth boxed set is Robin Laws take on how to explore a ruined city (a ruined city is obviously easily justifiable). He shows how you can break the ruined city up into abstract zones based around factions. Vor Rukoth is a much smaller 4th edition take which follows Laws' earlier work like a formula and shows how you can too. [B]Symbaroum: [/B]A whole setting based around a ruined civilisation in a corrupted overgrown forest, feels very real,; treasure hunters have to purchase licenses to go into the forest and explore the ruins. [B]Ptolus and the Banewarrens[/B] (Monte Cook 3rd Edition): Cooks shows how to interweave a megadungeon into a large fantasy city, and how to use factions to have competing stories over entrance into the dungeon. Basically one thing all of these takes have in common is that you don't choose [I]between [/I]story and dungeon exploration - the two are completely intertwined throughout. [/QUOTE]
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