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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8249596" data-attributes="member: 6801252"><p>Well, discovery is a big one, as I mentioned earlier, they're great for environmental storytelling. You might learn about the history and secrets of people associated with the dungeon. Then there's also the discovery of just unraveling the dungeon's secrets-- the secret doors, hidden treasure, wandering events and such.</p><p></p><p>That's harder to do out of a dungeon structure than, because you're not in the same narrative mode as you are in environments structured as dungeons. It would be bizarre to try and describe the details of a 12 mile hex in the same way.</p><p></p><p>You can do other things with Dungeon factions than just play them off against one another. You can get them to like you so they give you information, keys to special areas of the dungeon, and other stuff or have a different experience because they don't like you and you need to avoid their territory.</p><p></p><p>You can use Zelda style puzzle box mechanics, and sprawling interconnected maps to perform a kind of navigation challenge that feels very different than performing a hexcrawl, because it has such a different scale and the environment has such constrained rules concerning direction. Like in a hexcrawl if the place is north, you just go north, but in a proper dungeon crawl you need to work out the correct passages that can take you where you want to go, especially if the dungeon is jaquayed.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8249596, member: 6801252"] Well, discovery is a big one, as I mentioned earlier, they're great for environmental storytelling. You might learn about the history and secrets of people associated with the dungeon. Then there's also the discovery of just unraveling the dungeon's secrets-- the secret doors, hidden treasure, wandering events and such. That's harder to do out of a dungeon structure than, because you're not in the same narrative mode as you are in environments structured as dungeons. It would be bizarre to try and describe the details of a 12 mile hex in the same way. You can do other things with Dungeon factions than just play them off against one another. You can get them to like you so they give you information, keys to special areas of the dungeon, and other stuff or have a different experience because they don't like you and you need to avoid their territory. You can use Zelda style puzzle box mechanics, and sprawling interconnected maps to perform a kind of navigation challenge that feels very different than performing a hexcrawl, because it has such a different scale and the environment has such constrained rules concerning direction. Like in a hexcrawl if the place is north, you just go north, but in a proper dungeon crawl you need to work out the correct passages that can take you where you want to go, especially if the dungeon is jaquayed. [/QUOTE]
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