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RPG/D&D terms and phrases that are no longer clever or amusing.
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<blockquote data-quote="rounser" data-source="post: 1282862" data-attributes="member: 1106"><p>I feel that this is a lost opportunity, an artefact of the cultural assumptions behind the way the game and it's settings have been presented in the past, with wandering encounter charts much to blame. There is no reason why the wilderness should come back as a focus of gameplay; thank you Necromancer/Judges Guild for the Wilderlands! Hopefully you'll be emulated and change this idiosyncracratic assumption of How D&D Should Be Played with the wilderness as an irrelevant speed bump, rather than an exciting opportunity for exploration and adventure as it should be.</p><p></p><p>I suspect that people love the <em>idea</em> of dungeons. The idea of running a megadungeon is so cool that it's hard to resist, and seeing the words "Dungeon Crawl" on the series of Undermountain adventures made them see all the cooler. The problem is that very few dungeons live up to such reputations in terms of quality, and are in fact just plain boring. I suggest that TSR/WotC have never bothered to find out whether something on the scale of the Dragonlance Classics module series which isn't a railroadathon would sell. Imagine a hardback tome the size of the FRCS with a single campaign in it - why hasn't this been done? The other half of the story is that Dancey reckoned that they didn't have the time or resources to do such a project - one of the reasons why they turn out dungeons is because they're easier to write than open ended campaigns.</p></blockquote><p></p>
[QUOTE="rounser, post: 1282862, member: 1106"] I feel that this is a lost opportunity, an artefact of the cultural assumptions behind the way the game and it's settings have been presented in the past, with wandering encounter charts much to blame. There is no reason why the wilderness should come back as a focus of gameplay; thank you Necromancer/Judges Guild for the Wilderlands! Hopefully you'll be emulated and change this idiosyncracratic assumption of How D&D Should Be Played with the wilderness as an irrelevant speed bump, rather than an exciting opportunity for exploration and adventure as it should be. I suspect that people love the [i]idea[/i] of dungeons. The idea of running a megadungeon is so cool that it's hard to resist, and seeing the words "Dungeon Crawl" on the series of Undermountain adventures made them see all the cooler. The problem is that very few dungeons live up to such reputations in terms of quality, and are in fact just plain boring. I suggest that TSR/WotC have never bothered to find out whether something on the scale of the Dragonlance Classics module series which isn't a railroadathon would sell. Imagine a hardback tome the size of the FRCS with a single campaign in it - why hasn't this been done? The other half of the story is that Dancey reckoned that they didn't have the time or resources to do such a project - one of the reasons why they turn out dungeons is because they're easier to write than open ended campaigns. [/QUOTE]
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