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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="overgeeked" data-source="post: 8249061" data-attributes="member: 86653"><p>Right. And that looks cool. I understand that "dungeon" and "wilderness" and "town" and "city" are interchangeable in that they all start as blank spots for the DM to put content. That's not my hangup with dungeons. And I understand that getting from one chunk of content can largely be hand-waved and/or trivial (if the DM wants them to be). Again, not my issue with dungeons. Though I'm sure there's an in-depth and enlightening series of Alexandrian blog posts about getting from one bit of content to the next.</p><p></p><p>With pointcrawls or dungeoncrawls the DM has decided what's where and decided which way you can go, and has typically built in things that hard stop you from doing something else. See my comment above about PCs generally not being able to walk through walls. Though I prefer something like a properly open world wilderness or hexcrawl for the freedom of choice, even that isn't my issue with dungeons. And yes, I'm one of those players and DMs who utterly hates the illusion of choice. If the town is to the east and the party goes to the west...only to discover the same town that's supposed to be to the east...ugh.</p><p></p><p>And with all due respect to Mr. Kuntz, he's not the one designing the dungeons TSR, Wizards, Paizo, etc have put out over the years. I'm sure his would be better. But that's not the point. The point is, the vast majority of published dungeons focus on almost nothing but combat and are, frankly, crap. I also have zero knowledge of what most other groups / DMs do at their tables. So if DMs out there are having all these amazing experiences with dungeoncrawls, that's great. Someone please publish some good ones so the rest of us can enjoy them. If they're so mindblowingly awesome then I'm sure there's more than a bit of cash inevitably coming your way. But so far, I've been stuck with the published variety of dungeoncrawls. </p><p></p><p>Going back to the beginning of the hobby, there's what...four...five...maybe six really well-done dungeoncrawls? Well done here meaning they're more than just hack-and-slash and more potential for interaction with NPCs than simply playing one faction against another. The overwhelmingly vast majority of published dungeoncrawls are 95% combat and interaction is limited to playing factions against each other. After 37 years that's boring. Hell, it was already boring when I was 12. Hack-and-slash play is about the most boring thing you can do with a role-playing game. Most dungeoncrawls focus exclusively on hack-and-slash play. </p><p></p><p>Though I expect going back to earlier editions' style of play with a focus more on XP for treasure and combat as war instead of XP for killing monsters and combat as sport would go a long way to make even the most boring and straightforward dungeoncrawl more interesting and exciting to play.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8249061, member: 86653"] Right. And that looks cool. I understand that "dungeon" and "wilderness" and "town" and "city" are interchangeable in that they all start as blank spots for the DM to put content. That's not my hangup with dungeons. And I understand that getting from one chunk of content can largely be hand-waved and/or trivial (if the DM wants them to be). Again, not my issue with dungeons. Though I'm sure there's an in-depth and enlightening series of Alexandrian blog posts about getting from one bit of content to the next. With pointcrawls or dungeoncrawls the DM has decided what's where and decided which way you can go, and has typically built in things that hard stop you from doing something else. See my comment above about PCs generally not being able to walk through walls. Though I prefer something like a properly open world wilderness or hexcrawl for the freedom of choice, even that isn't my issue with dungeons. And yes, I'm one of those players and DMs who utterly hates the illusion of choice. If the town is to the east and the party goes to the west...only to discover the same town that's supposed to be to the east...ugh. And with all due respect to Mr. Kuntz, he's not the one designing the dungeons TSR, Wizards, Paizo, etc have put out over the years. I'm sure his would be better. But that's not the point. The point is, the vast majority of published dungeons focus on almost nothing but combat and are, frankly, crap. I also have zero knowledge of what most other groups / DMs do at their tables. So if DMs out there are having all these amazing experiences with dungeoncrawls, that's great. Someone please publish some good ones so the rest of us can enjoy them. If they're so mindblowingly awesome then I'm sure there's more than a bit of cash inevitably coming your way. But so far, I've been stuck with the published variety of dungeoncrawls. Going back to the beginning of the hobby, there's what...four...five...maybe six really well-done dungeoncrawls? Well done here meaning they're more than just hack-and-slash and more potential for interaction with NPCs than simply playing one faction against another. The overwhelmingly vast majority of published dungeoncrawls are 95% combat and interaction is limited to playing factions against each other. After 37 years that's boring. Hell, it was already boring when I was 12. Hack-and-slash play is about the most boring thing you can do with a role-playing game. Most dungeoncrawls focus exclusively on hack-and-slash play. Though I expect going back to earlier editions' style of play with a focus more on XP for treasure and combat as war instead of XP for killing monsters and combat as sport would go a long way to make even the most boring and straightforward dungeoncrawl more interesting and exciting to play. [/QUOTE]
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