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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8250202" data-attributes="member: 6801252"><p>What would something new or different even mean at this point? 4th edition came out over a decade ago, and adventuring outside of the dungeon was already plenty in vogue (that was around when I started playing by GMing my first game) and had been for a long time. Ben Robbins West Marches with it's hex map was a third edition thing, and people had obviously been hexcrawling prior to that, with the TSR games having explicit procedures for them. For a good bulk of the time I've been a GM (again, a decade or so) I've been running almost entirely outside what can properly be called Dungeons, and have stuck with Dungeons that have 2-3 encounters at most when I have run them, 4 or 5 counting non-combat challenges.</p><p></p><p>So its not like leaving the dungeon is some kind of new and exciting thing, the rest is just as old and tired, in practical terms. Except a generation of gamers hasn't really been interacting with Dungeons the way the older generation thought of them, us 3rd and 4th edition types could only use dungeons as a small part of the game, because our Dungeons were essentially World of Warcraft style, simple romps through a selection of set-piece encounters with minimal branches, usually heading towards a set climax boss encounter. </p><p></p><p>A proper Dungeon Crawl, with ecology, decentralized narrative where the dungeon can be revisited, jacquayed layout, factions, and so forth is actually a pretty new and interesting possibility space for the majority of us. I'm especially interested in how they might intersect with more modern game design conventions, as opposed to OSR environments (which deprioritize character customization, combat as sport, and so forth.) There was a while there where kobold hall style five room dungeons were pretty much considered the only acceptable standard for a dungeon that wouldn't grate on the nerves of the players.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8250202, member: 6801252"] What would something new or different even mean at this point? 4th edition came out over a decade ago, and adventuring outside of the dungeon was already plenty in vogue (that was around when I started playing by GMing my first game) and had been for a long time. Ben Robbins West Marches with it's hex map was a third edition thing, and people had obviously been hexcrawling prior to that, with the TSR games having explicit procedures for them. For a good bulk of the time I've been a GM (again, a decade or so) I've been running almost entirely outside what can properly be called Dungeons, and have stuck with Dungeons that have 2-3 encounters at most when I have run them, 4 or 5 counting non-combat challenges. So its not like leaving the dungeon is some kind of new and exciting thing, the rest is just as old and tired, in practical terms. Except a generation of gamers hasn't really been interacting with Dungeons the way the older generation thought of them, us 3rd and 4th edition types could only use dungeons as a small part of the game, because our Dungeons were essentially World of Warcraft style, simple romps through a selection of set-piece encounters with minimal branches, usually heading towards a set climax boss encounter. A proper Dungeon Crawl, with ecology, decentralized narrative where the dungeon can be revisited, jacquayed layout, factions, and so forth is actually a pretty new and interesting possibility space for the majority of us. I'm especially interested in how they might intersect with more modern game design conventions, as opposed to OSR environments (which deprioritize character customization, combat as sport, and so forth.) There was a while there where kobold hall style five room dungeons were pretty much considered the only acceptable standard for a dungeon that wouldn't grate on the nerves of the players. [/QUOTE]
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