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RPG Evolution: Eat or Be Eaten
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<blockquote data-quote="ruemere" data-source="post: 9664186" data-attributes="member: 5515"><p>Anime ecology at its finest. I mean it both positively and sarcastically.</p><p></p><p>1. The dungeon spawns are unlimited, asexual and held in check by higher level consumers.</p><p></p><p>2. The adventurers are unaccountable or outside of the dungeon system, and thus break it by merely fulfilling their role.</p><p></p><p>Realistic in-game ecology in a world with such a long history would either adapt to the presence of adventurers or fall apart as soon as a few adventures advanced to higher levels.</p><p></p><p>The adaptation of dungeon eco-system would probably take one of the following forms:</p><p></p><p>1. Ultimate spawning sponsor that is not a part of ecology, that is a source of replenishing dungeon staff. Examples: daemonic nation of a remote realm, warping and corrupting wild magic, terminator manufactoring factory, living dungeons that replenish their internal flora and fauna. Adventurers are soldiers in neverending war of attrition.</p><p></p><p>2. Dungeons as fiefdoms of apex beings. The apex beings, like overlords, rarely participate, but can organize their resources. Adventurers are tolerated up to certain level of interference. Above that, however, they are either captured, compromised or killed.</p><p></p><p>3. Ultravast urban sprawls or interconnected dungeons. As soon as the adventurers affects spawns of a particular kind of a consumer species, other members of the species arrive to settle, probably with some mercenaries to protect them during initial period of settlement. See <em>Blame</em>.</p><p></p><p>4. Hungry non-sentients with unlimited spawn potentials. Usually with some cursed rules that limit adventurer ability to engage or damage the ecosystem. See <em>Made in the Abyss</em>.</p><p></p><p>5. Living dungeons. Dungeons are creatures. If they are depleted of their internals, they eat cities to replenish themselves. If they are left alone, their inner creatures spill out. See <em>13th Age Living Dungeons</em>.</p></blockquote><p></p>
[QUOTE="ruemere, post: 9664186, member: 5515"] Anime ecology at its finest. I mean it both positively and sarcastically. 1. The dungeon spawns are unlimited, asexual and held in check by higher level consumers. 2. The adventurers are unaccountable or outside of the dungeon system, and thus break it by merely fulfilling their role. Realistic in-game ecology in a world with such a long history would either adapt to the presence of adventurers or fall apart as soon as a few adventures advanced to higher levels. The adaptation of dungeon eco-system would probably take one of the following forms: 1. Ultimate spawning sponsor that is not a part of ecology, that is a source of replenishing dungeon staff. Examples: daemonic nation of a remote realm, warping and corrupting wild magic, terminator manufactoring factory, living dungeons that replenish their internal flora and fauna. Adventurers are soldiers in neverending war of attrition. 2. Dungeons as fiefdoms of apex beings. The apex beings, like overlords, rarely participate, but can organize their resources. Adventurers are tolerated up to certain level of interference. Above that, however, they are either captured, compromised or killed. 3. Ultravast urban sprawls or interconnected dungeons. As soon as the adventurers affects spawns of a particular kind of a consumer species, other members of the species arrive to settle, probably with some mercenaries to protect them during initial period of settlement. See [I]Blame[/I]. 4. Hungry non-sentients with unlimited spawn potentials. Usually with some cursed rules that limit adventurer ability to engage or damage the ecosystem. See [I]Made in the Abyss[/I]. 5. Living dungeons. Dungeons are creatures. If they are depleted of their internals, they eat cities to replenish themselves. If they are left alone, their inner creatures spill out. See [I]13th Age Living Dungeons[/I]. [/QUOTE]
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