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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="Doctor Futurity" data-source="post: 8249038" data-attributes="member: 10738"><p>This is both a feature and a bug of dungeons, stemming from the old school approach. For many, the design intent is to lay out the pieces and then let things happen organically in play.....traditionally modules that provided too much outlined exposition tended to not fare as well as those which provided the bare minimum because it would actually hamper gameplay (ime, ymmv). If the module tries to predict player interactions with NPCs too much, it can end up wasting precious space on outlining courses of action that overlook the one thing the module author never predicted but which the players do. If the module provides too much info for the GM on dungeon occupant behavior it makes it harder for the GM to riff on the cuff of the moment. </p><p></p><p>Again, YMMV but for me, I often stop and put the module down it it takes more than 1 page to provide some backstory, as that's usually already more info than is ever going to be necessary in actual play. In fact I love the Goodman Games DCC approach as they have a severe economy of design, focusing on just enough info to hint at the dynamics of a dungeon without overwhelming the GM with too much information.</p><p></p><p>I think the antithesis of this approach can be seen in 4E era dungeons, which were by and large full of carefully scripted and encounter-balanced events, due at least in part to the need for that edition to have to provide battle maps and associated details. Once you're in on laying it all out on maps and minis, it starts to feel like a waste if a fight doesn't happen soon, essentially.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8249038, member: 10738"] This is both a feature and a bug of dungeons, stemming from the old school approach. For many, the design intent is to lay out the pieces and then let things happen organically in play.....traditionally modules that provided too much outlined exposition tended to not fare as well as those which provided the bare minimum because it would actually hamper gameplay (ime, ymmv). If the module tries to predict player interactions with NPCs too much, it can end up wasting precious space on outlining courses of action that overlook the one thing the module author never predicted but which the players do. If the module provides too much info for the GM on dungeon occupant behavior it makes it harder for the GM to riff on the cuff of the moment. Again, YMMV but for me, I often stop and put the module down it it takes more than 1 page to provide some backstory, as that's usually already more info than is ever going to be necessary in actual play. In fact I love the Goodman Games DCC approach as they have a severe economy of design, focusing on just enough info to hint at the dynamics of a dungeon without overwhelming the GM with too much information. I think the antithesis of this approach can be seen in 4E era dungeons, which were by and large full of carefully scripted and encounter-balanced events, due at least in part to the need for that edition to have to provide battle maps and associated details. Once you're in on laying it all out on maps and minis, it starts to feel like a waste if a fight doesn't happen soon, essentially. [/QUOTE]
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