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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="Reynard" data-source="post: 8247869" data-attributes="member: 467"><p>I think this misconception mostly arises from computer game dungeon crawlers (Diablo as well as MMO "raids"), as well as the fact that man of the early well known D&D dungeon modules were designed for tournament play and so had more combat than might otherwise have occurred. When I think of dungeon crawling, I think of exploration first. Sure, you are going to fight some monsters but that's hardly the point of the exercise. (Unless it is and that's what your table wants.)</p><p></p><p>As it relates to role-playing opportunities, I think a lot of people forget that role-playing between the players is, in fact role-playing and is just as rewarding, if not more, than chatting up the shopkeeper. Moreover, the failure to recognize this belies a problem I think is growing increasingly common and worse in the modern gaming landscape: many players seem to think that the GM is there to serve up entertainment to the players like a TV show or film, instead of facilitating fun for everyone involved. There's just a hint of entitlement in "working factions against each other isn't good enough." Now, everyone has their preferences, but I think complaints of this sort are at least partially a result of the Mercer Effect.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8247869, member: 467"] I think this misconception mostly arises from computer game dungeon crawlers (Diablo as well as MMO "raids"), as well as the fact that man of the early well known D&D dungeon modules were designed for tournament play and so had more combat than might otherwise have occurred. When I think of dungeon crawling, I think of exploration first. Sure, you are going to fight some monsters but that's hardly the point of the exercise. (Unless it is and that's what your table wants.) As it relates to role-playing opportunities, I think a lot of people forget that role-playing between the players is, in fact role-playing and is just as rewarding, if not more, than chatting up the shopkeeper. Moreover, the failure to recognize this belies a problem I think is growing increasingly common and worse in the modern gaming landscape: many players seem to think that the GM is there to serve up entertainment to the players like a TV show or film, instead of facilitating fun for everyone involved. There's just a hint of entitlement in "working factions against each other isn't good enough." Now, everyone has their preferences, but I think complaints of this sort are at least partially a result of the Mercer Effect. [/QUOTE]
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