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<blockquote data-quote="overgeeked" data-source="post: 8250640" data-attributes="member: 86653"><p>Are you still as excited now when you face a troll as you were the first time? I’d be willing to bet not. </p><p></p><p>I’m trying to see what the unique draw of dungeons is. As you said up thread, it’s an enclosed space with a focused and limited amount if prep compared to a town or a hexcrawl. I get that. But I don’t see what else the draw is. It’s a game of imagination. If you decide all towns are safe and boring and only dungeons can be awesome, you’re limiting yourself.</p><p></p><p>I think dungeons are boring because of the way they’re presented in most modules and how every DM I’ve ever played with has presented them as linear hackfests.</p><p></p><p>Several of you are saying dungeons are awesome. Okay. What’s so awesome about dungeons? So far I’ve got: 1) limited and focused prep; 2) because we’ve arbitrarily decided to make all towns boring; and, 3) dungeons are an excuse to bring the weird.</p><p></p><p>The first has obvious benefits. But that’s not really a reason dungeons are inherently awesome. That’s dungeons are easier to prep for the DM. As for 2, you don’t have to arbitrarily make all towns boring. And as for 3, you don’t have to limit the weird to dungeons. Those are choices you make. Other options exist and are valid. </p><p></p><p>But sure. If for some reason you decide the only place where anything interesting can happen is in a dungeon, I can see why dungeons would be appealing. Those are valid choices you choose to make. Awesome. I can’t see why you would limit yourself like that. </p><p></p><p>Sure. They’re typically presented as boring safe havens your PCs go to rest between delves. With maybe a few odd jobs to collect some coin and maybe a few retainers to hire. I make towns way more interesting than modules present them. Absolutely right I do. Otherwise towns are boring. D&D shouldn’t be boring.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8250640, member: 86653"] Are you still as excited now when you face a troll as you were the first time? I’d be willing to bet not. I’m trying to see what the unique draw of dungeons is. As you said up thread, it’s an enclosed space with a focused and limited amount if prep compared to a town or a hexcrawl. I get that. But I don’t see what else the draw is. It’s a game of imagination. If you decide all towns are safe and boring and only dungeons can be awesome, you’re limiting yourself. I think dungeons are boring because of the way they’re presented in most modules and how every DM I’ve ever played with has presented them as linear hackfests. Several of you are saying dungeons are awesome. Okay. What’s so awesome about dungeons? So far I’ve got: 1) limited and focused prep; 2) because we’ve arbitrarily decided to make all towns boring; and, 3) dungeons are an excuse to bring the weird. The first has obvious benefits. But that’s not really a reason dungeons are inherently awesome. That’s dungeons are easier to prep for the DM. As for 2, you don’t have to arbitrarily make all towns boring. And as for 3, you don’t have to limit the weird to dungeons. Those are choices you make. Other options exist and are valid. But sure. If for some reason you decide the only place where anything interesting can happen is in a dungeon, I can see why dungeons would be appealing. Those are valid choices you choose to make. Awesome. I can’t see why you would limit yourself like that. Sure. They’re typically presented as boring safe havens your PCs go to rest between delves. With maybe a few odd jobs to collect some coin and maybe a few retainers to hire. I make towns way more interesting than modules present them. Absolutely right I do. Otherwise towns are boring. D&D shouldn’t be boring. [/QUOTE]
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