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Shared Experiences: Worlds Largest Dungeon, Shackled City or Other?
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<blockquote data-quote="Psion" data-source="post: 2681355" data-attributes="member: 172"><p>I almost feel as if you are responding directly to me, so I guess I should amplify where I am coming from.</p><p></p><p>I trust you have read my review of the book? If you recall it's pretty rosy. And to be fair, I really like the way the descriptions are laid out. It's very convenient for the GM.</p><p></p><p>I had misgivings about the notion of being "stuck in the dungeon" regardless of the variety in the dungeon. Whether or not there are RP encounters, there is an actual <strong>and perceived</strong> (I think perceptions play as big a role as anything) limitation of choice that comes with being stuck in an underground dwelling for extended periods. Having played through Night Below book 2 (spitooey!) and having heard of many tales of dreadful slogs through the Crater Mines in RttToEE (which WLD is much bigger than...), this was sitting at the back of my brain as I wrote the review. I decided not to mention at the time, because I figured that it was a personal thing and those who buy the book know what they are getting into.</p><p></p><p>It occurred to me later that perhaps they don't and perhaps I should have spoken up on those feelings. Because, you see, since I wrote that review, I have heard of not one, but many cases of WLD campaigns grinding to a halt. It was like hearing the Crater Mines and NB book 2 experience all over again. I should emphasize here that some of these tales are from a good way through the dungeon, having experienced multiple regions.</p><p></p><p>I think some sections of WLD are well designed and interesting. But I think the "un-escapeable dungeon" design criteria is a problem when applied to any large dungeon. By comparison, I like Rappan Athuk and Undermountain. Though they are challenging to get into and out of in some cases, at least you <em>can</em> make forays, try alternate plots and backdrops, etc. I think the psycholigal and practical effects of such a design edict are difficult for a campaign to overcome.</p></blockquote><p></p>
[QUOTE="Psion, post: 2681355, member: 172"] I almost feel as if you are responding directly to me, so I guess I should amplify where I am coming from. I trust you have read my review of the book? If you recall it's pretty rosy. And to be fair, I really like the way the descriptions are laid out. It's very convenient for the GM. I had misgivings about the notion of being "stuck in the dungeon" regardless of the variety in the dungeon. Whether or not there are RP encounters, there is an actual [b]and perceived[/b] (I think perceptions play as big a role as anything) limitation of choice that comes with being stuck in an underground dwelling for extended periods. Having played through Night Below book 2 (spitooey!) and having heard of many tales of dreadful slogs through the Crater Mines in RttToEE (which WLD is much bigger than...), this was sitting at the back of my brain as I wrote the review. I decided not to mention at the time, because I figured that it was a personal thing and those who buy the book know what they are getting into. It occurred to me later that perhaps they don't and perhaps I should have spoken up on those feelings. Because, you see, since I wrote that review, I have heard of not one, but many cases of WLD campaigns grinding to a halt. It was like hearing the Crater Mines and NB book 2 experience all over again. I should emphasize here that some of these tales are from a good way through the dungeon, having experienced multiple regions. I think some sections of WLD are well designed and interesting. But I think the "un-escapeable dungeon" design criteria is a problem when applied to any large dungeon. By comparison, I like Rappan Athuk and Undermountain. Though they are challenging to get into and out of in some cases, at least you [i]can[/i] make forays, try alternate plots and backdrops, etc. I think the psycholigal and practical effects of such a design edict are difficult for a campaign to overcome. [/QUOTE]
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