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<blockquote data-quote="pemerton" data-source="post: 8330040" data-attributes="member: 42582"><p>The basic function of a dungeon, in classic D&D, is to pose a challenge which the players hope to beat by declaring actions for their PCs. The fundamental measure of <em>winning</em>, or <em>beating the dungeon</em>, is treasure which then yields XP.</p><p></p><p>This isn't the function of the larger setting even in a lot of D&D play. And that's before we get into more technical matters like the relationship between the fiction of the setting and the processes of action declaration and action resolution - part of the way that dungeons work is by providing "artificially" thin fiction that permits a very particular relationship to emerge between it and play. This relationship can't be established for any remotely verisimilitudinous setting. Even a mediaeval village has too much going on - both in material terms and social terms - to be documented satisfactorily in a dungeon-style key.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8330040, member: 42582"] The basic function of a dungeon, in classic D&D, is to pose a challenge which the players hope to beat by declaring actions for their PCs. The fundamental measure of [I]winning[/I], or [I]beating the dungeon[/I], is treasure which then yields XP. This isn't the function of the larger setting even in a lot of D&D play. And that's before we get into more technical matters like the relationship between the fiction of the setting and the processes of action declaration and action resolution - part of the way that dungeons work is by providing "artificially" thin fiction that permits a very particular relationship to emerge between it and play. This relationship can't be established for any remotely verisimilitudinous setting. Even a mediaeval village has too much going on - both in material terms and social terms - to be documented satisfactorily in a dungeon-style key. [/QUOTE]
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