D&D (2024) What could One D&D do to bring the game back to the dungeon?

By my reckoning, there are four types of "crawls":

1) The kind I posted about prior that features tight systemization and procedures that exert extreme and consistent downward pressure on the "crawlers" toward a Skilled Play paradigm, decision-point-intensiveness around a myriad of both discrete and converging parts. Moldvay Basic and Torchbearer are the exemplars here. I'm not going to recapitulate everything again, so just refer back to this post.

2) A heavily GM-directed experience where the crawl features free play, serial exploration and is more about performative aspects, ephemera (map and key and boxed text and possibly handouts), mood, tone, aesthetic than what (1) is about. GM's extrapolate their conception of the dungeon ecology and they play their mental model of the simulation while players try to suss out the GM's mental model while immersing themselves in all the stuff in that first sentence. Yes, resources are brought to bear and challenges are undertaken, but it is an extremely divergent experience from (1) above due to a number of reasons, structure and systemization of play + prospective roles and GMing techniques chief among them (both the inputs and the experience of the play).

3) Scene-based crawling with scene-based (or overwhelmingly so) PC build focus, where there is an express goal, codified assets for the opposition that the GM can bring to bear, problem areas/obstacles/conflicts, and action and conflict resolution mechanics that resolve the PCs interaction with problem areas/obstacles. Cortex+ Heroic Fantasy or MHRP, Dogs in the Vineyard Towns, D&D 4e, Blades in the Dark Scores, Mouse Guard Missions. These might be Social Crawls, Wilderness Crawls, Supernatural Crawls (like managing an occult situation/site), or an actual Delve into forgotten ruins et al.

4) The AW/DW "structured free form featuring snowballing play" approach where you have an attrition model and multi-faceted resource paradigm that is tightly systematized and heavy GM constraint integrated into the play. You have a Threat to deal with (which has a dramatic need, attendant moves, and stats/resources to bring to bear against you) and as you attempt to resolve it (or ignore it) it moves down its Clock until its Doom/Countdown goes off if the PCs haven't sufficiently intervened and resolved it. There are similarities to this and Cortex+ Heroic Fantasy/MHRP (because of the way Doom gathers and goes off in those games), but the encoding engine and the structure of play is entirely different (structured freeform with snowballing move resolution vs closed scene resolution > transition > closed scene resolution).





As it was conceived and is presently constituted, 5e can do (2) above. But it cannot do any of (1), (3), and (4) without a profound overhaul (not just in the PC build paradigm, the encounter budgeting, the core engine & action resolution, but also because the role of the GM, and the GMing techniques/principles that undergird that, in all of those other 3 are profoundly different than the role of the GM in (2) and all of the other aspects of system play deeply into that. You can't just say "hey GM, do (1) or (3) or (4)"...that is basically a non-sequitur as the systemization of those games were developed and ultimately systemitized to say "GM...here is your role and the techniques and principles to fulfill that...you'll do these particular things and not deviate because you'll muck up the fundamental paradigm of play if you go outside of that").

Because of that, it seems very unlikely that One D&D will amend the core and auxiliary aspects of 5e sufficient to pull off the other ones. I know you can design for (1) and get (3) by basically stripping away a few components if the game is concentrically designed well enough (modular). Torchbearer is designed entirely off the Mouse Guard engine so its trivial to get Mouse Guard out of Torchbearer by simply stripping away a few components of play. You could then basically get (2) out of it by ignoring structure/rules to the GM's heart is content, making a heavily GM-directed and GM-mediated game out of Mouse Guard basically (with a heavy focus on all of the stuff in 2 rather than the stuff of Mouse Guard). But going the opposite direction in the build paradigm (going from basically free form and GM-directed to deeply codified, deeply structured, deeply procedure-driven, GM-constrained play) is an ask that is far too profound.

I feel like I've been transported by to late 2012/2013 where I was saying these same things; from an applied science perspective, its infinitely easier to loosen and remove structure from a tightly designed game engine (and insert GM mediation and curation in the stead of those things) than it is to do the inverse.
 
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I've always seen D&D combat as more small unit tactics.
Once you've got a squad of one or two dozen drow hand crossbowmen, resolving them individually becomes impractical, and also unrealistic in the sense that D&D's rules for AC don't really take into account the challenge posed by a dozen or two shots taken simultaneously.
 

By my reckoning, there are four types of "crawls":

1) The kind I posted about prior that features tight systemization and procedures that exert extreme and consistent downward pressure on the "crawlers" toward a Skilled Play paradigm, decision-point-intensiveness around a myriad of both discrete and converging parts. Moldvay Basic and Torchbearer are the exemplars here. I'm not going to recapitulate everything again, so just refer back to this post.

<snip>

3) Scene-based crawling with scene-based (or overwhelmingly so) PC build focus, where there is an express goal, codified assets for the opposition that the GM can bring to bear, problem areas/obstacles/conflicts, and action and conflict resolution mechanics that resolve the PCs interaction with problem areas/obstacles. Cortex+ Heroic Fantasy or MHRP, Dogs in the Vineyard Towns, D&D 4e, Blades in the Dark Scores, Mouse Guard Missions. These might be Social Crawls, Wilderness Crawls, Supernatural Crawls (like managing an occult situation/site), or an actual Delve into forgotten ruins et al.
I've done a dungeon crawl in Cortex+ Heroic Fantasy. It's not much like Torchbearer. I mean, some of the flavour is the same, but the play is completely different.

Cortex is all about building pools and spending points to establish the desired fiction. Torchbearer is all about "Now that I failed that Resources check to get rope, how am I going to make my Dungeoneer tests?"
 

Here's another question to consider; why are the characters crawling around in a dungeon??

The old days had gold and magic items as a driving factor; but those things arn't really carrots to a 5E character. There's few in game uses for gold and it's "assumed" that characters get no real increase from magic items.
 

Here's another question to consider; why are the characters crawling around in a dungeon??

The old days had gold and magic items as a driving factor; but those things arn't really carrots to a 5E character. There's few in game uses for gold and it's "assumed" that characters get no real increase from magic items.
Presumably in the fiction the PCs want to be rich, for the same sorts of reasons as real treasure hunters in the real world.

At the table, they players would be doing it because that's the game they sat down to play.
 


Here's another question to consider; why are the characters crawling around in a dungeon??

The old days had gold and magic items as a driving factor; but those things arn't really carrots to a 5E character. There's few in game uses for gold and it's "assumed" that characters get no real increase from magic items.
Bringing back uses for gold would be one of those things that helped. And not as a way to make items. Trainibg costs. Upkeep. Building and maintaining an HQ. Buying yourself lands and title. Etc.
 

It's interesting that those goals are things that have been stripped away from the game over time. We lost training in 2e, and automatic followers in 3e (though Leadership was still something that could be used, though it quickly proved to be one of the game's most busted options).

I can only assume, based on what I witnessed myself, that players were less concerned with becoming landed movers and shakers in the world as a goal, and just wanted more adventuring. I have a friend who runs a 2e campaign (he refuses to even look at more modern editions, grumbling about there being no reason to change Thac0- no matter how many times over the past 3 decades he's watched me fumble trying to figure out what AC I hit, lol).

Not long ago, he was running a game for his nephew and some other friends- they were fighting a zombie horde and trying to figure out what to do with The Crown of Evil Might.

During the session, apparently his nephew was griping about the endless combat, and his desire for more treasure (it turns out zombies don't really have a lot of loot, go figure!), and my friend was complaining to me about it, since it had basically soured the rest of the evening.

To which I was like "wait. I know he's name level. He's the baron of Falkrest!"

"Yes, that's right."

"The guy has an army and a fleet, if he wants treasure, why doesn't he just go knock over a small country somewhere? And why is he fighting zombies by himself anyways? He has men-at-arms, and isn't he still bound to Blackrazor? I thought that thing was useless at fighting undead!"

My friend just shrugged. "He doesn't want to do anything with his army, other than have it protect his lands. He wants to adventure."

I'm not saying that bringing back these things would be bad- I certainly liked them (and I'm hoping Bastions won't be a waste of time). And I know the thread is about "how we could change the game", not "should we change the game".

But I think it's still worth reviewing why the game has changed in the first place.
 

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