Charlaquin
Goblin Queen (She/Her/Hers)
I think this is the way to go for groups that aren’t into mapping.One of my problems might be that I tend to run a bunch of 5-room dungeons and not anything longer than a dozen rooms leaving mapping a non issue.
I think for some modes of play, dungeons themselves are puzzles. The goal of a dungeon is to “solve” the space by exploring it, and the monsters and traps that lie within the dungeon, as well as its very layout, are the obstacles in the way of achieving that goal. Mapping the dungeon is how you “fight” the dungeon, and skipping over the mapping process would be like resolving combat narratively. You’re just glossing over the meat of the gameplay.
“X-Room Dungeons” aren’t really dungeons in the same sense. They’re really X-encounter adventures, and those encounters each happen to coincide with a room in a subterranean complex, or ancient ruin, or enemy keep or whatever. Heck, they don’t even have to be rooms in a dungeon-like space, you could easily design urban or wilderness adventures as “X-Room Dungeons.” This sort of design is, IMO, ideal for groups who aren’t interested in the challenge of “solving” an adventure location as part of the gameplay challenge. They center the encounters themselves as a series of individual challenges, rather than making them the “attacks” of the macro-challenge that is the dungeon.