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General Tabletop Discussion
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On the nature of dungeons in your campaign.
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<blockquote data-quote="Shadowslayer" data-source="post: 3363372" data-attributes="member: 8400"><p>NOTE: this is hopefully going to be a discussion on the nature of dungeons for people who use them and like them. We know there's a segment of gamers who don't like dungeons, think they're stupid, and don't use them in their games. If this is you, all I ask is to please try and respect the nature of the thread.</p><p></p><p>So, I've spent a week going through my copy of Dungeonscape, and I've decided I'm glad I bought it. Its just a neat book, and the sections of dungeon and encounter design are first rate IMO.</p><p></p><p>I notice that in this book, they really lean heavily towards the dungeon as an exotic location, with a heavy nod to the fantastical. Maybe a little too fantastical for some...I don't really know. But having read it, I was wondering about the nature of dungeons in other people's campaigns. </p><p></p><p>My dungoens have, in the past, normally been of a somewhat mundane origin. (Mundane for D&D, anyway) Either a cave complex, abandoned mine, Dwarven stronghold, haven-for-mankind-during-some-great-cataclysm-that-drove-people-underground-thousands-of-years-ago, or simply an underground portion of a long gone aboveground complex, such as a keep or a temple. </p><p></p><p>I think I was heavily influenced by the 2e sourcebook "Dungeon and Catacomb Guide" that gave samples of these types of dungeons. In any case, its always been a fairly mundane origin made fantastical by the fact that a millenia of strange monsters, demihumans, cults, and whatnot, have laid claim to the dungeon at various times over the years.</p><p></p><p>In Dungeonscape, they offer up a couple of ideas for fantastic origins. There's the tried and true cliche of the Mad Wizard's maze. There's also an idea that, in a certain type of campaign, that a sentient evil at the core of the earth creates the underdeeps itself to house its minions of evil...and the closer to the core of the earth you get, the evil-er, and weirder things get. (The book explains it better...these are my words) </p><p></p><p>Part of what they seem to be doing is trying to create a justification or an explanation for a truly alien dungeon that's actually engaging and entertaining, should you wish to include one in your game. I find the idea intriguing, in that I've always held forth a niotion (again, stemming from that 2e sourcebook) that a dungeon should be somewhat believeable, and <em>now</em> they're saying in effect "well, in the D&D game, you can create a justification for pretty much anything...here's a couple of the more far out ones" Its actually a bit liberating.</p><p></p><p>My question is: How have YOU explained the existence of dungeons in your game? And have you experimanted with dungeons that have more magical, alien or just really, really strange origins?</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 3363372, member: 8400"] NOTE: this is hopefully going to be a discussion on the nature of dungeons for people who use them and like them. We know there's a segment of gamers who don't like dungeons, think they're stupid, and don't use them in their games. If this is you, all I ask is to please try and respect the nature of the thread. So, I've spent a week going through my copy of Dungeonscape, and I've decided I'm glad I bought it. Its just a neat book, and the sections of dungeon and encounter design are first rate IMO. I notice that in this book, they really lean heavily towards the dungeon as an exotic location, with a heavy nod to the fantastical. Maybe a little too fantastical for some...I don't really know. But having read it, I was wondering about the nature of dungeons in other people's campaigns. My dungoens have, in the past, normally been of a somewhat mundane origin. (Mundane for D&D, anyway) Either a cave complex, abandoned mine, Dwarven stronghold, haven-for-mankind-during-some-great-cataclysm-that-drove-people-underground-thousands-of-years-ago, or simply an underground portion of a long gone aboveground complex, such as a keep or a temple. I think I was heavily influenced by the 2e sourcebook "Dungeon and Catacomb Guide" that gave samples of these types of dungeons. In any case, its always been a fairly mundane origin made fantastical by the fact that a millenia of strange monsters, demihumans, cults, and whatnot, have laid claim to the dungeon at various times over the years. In Dungeonscape, they offer up a couple of ideas for fantastic origins. There's the tried and true cliche of the Mad Wizard's maze. There's also an idea that, in a certain type of campaign, that a sentient evil at the core of the earth creates the underdeeps itself to house its minions of evil...and the closer to the core of the earth you get, the evil-er, and weirder things get. (The book explains it better...these are my words) Part of what they seem to be doing is trying to create a justification or an explanation for a truly alien dungeon that's actually engaging and entertaining, should you wish to include one in your game. I find the idea intriguing, in that I've always held forth a niotion (again, stemming from that 2e sourcebook) that a dungeon should be somewhat believeable, and [I]now[/I] they're saying in effect "well, in the D&D game, you can create a justification for pretty much anything...here's a couple of the more far out ones" Its actually a bit liberating. My question is: How have YOU explained the existence of dungeons in your game? And have you experimanted with dungeons that have more magical, alien or just really, really strange origins? [/QUOTE]
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