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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="transmission89" data-source="post: 8250217" data-attributes="member: 6688441"><p>People have kept answering saying that good dungeons are not just linear combat fests yet you keep using that line.</p><p></p><p>It’s like you saying you can do anything you want in town, and everyone else in response just going , “well towns are just boring places to shop”.</p><p></p><p>It’s becoming increasingly frustrating to read when you ask what can be done in a dungeon, you get a response, then just ignore it and repeat that they are boring combat fests.</p><p></p><p>Jacquaying the dungeon doesn’t obviate the resource mechanic at all. It enhances it! You are forced to pay more attention to your surroundings, your mapping, exploring the unknown (adding to the exploration factor which you don’t get in towns. Towns are known territory, the dungeon is a true frontier). This adds to the freedom of where to go, that’s the whole point of Jacquaying the dungeon!! You get that freedom and choice.</p><p></p><p>Another advantage of a dungeon, is that you <em>can</em> have a variety of biomes and ecologists in a relatively small space, which is difficult to do naturally in a town or wilderness.</p><p></p><p>Check out the Holmes sample dungeon. You have elements of a lost city, smugglers in a Sandy cove, goblin warrens and crypts. </p><p></p><p>I’m building a dungeon now for example that has a space ship that has crashed into a mountain many years ago and is covered now.</p><p></p><p>The mountain used to hold a dwarven city (this is now bisected by the ship.</p><p>The dwarven city was only recently uncovered by a nearby town’s mining operation. As the towns people have disappeared (that ship is bad news), orcs have made a lair in the lower parts of the mine... so I have several unique biomes in that alone, plus multiple routes into the ship/dwarven city and throughout the ship itself. </p><p>You are right though about combat as sport really denting a dungeon. Along with the increasing xp for monsters and removing xp for gold. The purpose of the dungeon was to explore, get treasure, minimise bloody and costly combat. Install those elements into the game, the dungeon suddenly becomes a lot more interesting.</p></blockquote><p></p>
[QUOTE="transmission89, post: 8250217, member: 6688441"] People have kept answering saying that good dungeons are not just linear combat fests yet you keep using that line. It’s like you saying you can do anything you want in town, and everyone else in response just going , “well towns are just boring places to shop”. It’s becoming increasingly frustrating to read when you ask what can be done in a dungeon, you get a response, then just ignore it and repeat that they are boring combat fests. Jacquaying the dungeon doesn’t obviate the resource mechanic at all. It enhances it! You are forced to pay more attention to your surroundings, your mapping, exploring the unknown (adding to the exploration factor which you don’t get in towns. Towns are known territory, the dungeon is a true frontier). This adds to the freedom of where to go, that’s the whole point of Jacquaying the dungeon!! You get that freedom and choice. Another advantage of a dungeon, is that you [I]can[/I] have a variety of biomes and ecologists in a relatively small space, which is difficult to do naturally in a town or wilderness. Check out the Holmes sample dungeon. You have elements of a lost city, smugglers in a Sandy cove, goblin warrens and crypts. I’m building a dungeon now for example that has a space ship that has crashed into a mountain many years ago and is covered now. The mountain used to hold a dwarven city (this is now bisected by the ship. The dwarven city was only recently uncovered by a nearby town’s mining operation. As the towns people have disappeared (that ship is bad news), orcs have made a lair in the lower parts of the mine... so I have several unique biomes in that alone, plus multiple routes into the ship/dwarven city and throughout the ship itself. You are right though about combat as sport really denting a dungeon. Along with the increasing xp for monsters and removing xp for gold. The purpose of the dungeon was to explore, get treasure, minimise bloody and costly combat. Install those elements into the game, the dungeon suddenly becomes a lot more interesting. [/QUOTE]
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