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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="tetrasodium" data-source="post: 8858811" data-attributes="member: 93670"><p>darkvision is almost default to the point of being more unusual to not be there than to be there. Because of mechanics of how people interact at a table ensures that it never plays out like <a href="https://www.reddit.com/r/TheWeeklyRoll/comments/e7mugz/the_weekly_roll_11_darkvision/" target="_blank">this</a> if a small subset of the table is lacking it. Attrition has been downplayed to the point of being nearly nonexistent thanks to trivialized recovery. PCs don't actually need anything. Players never feel like their PCs are facing certain risk because getting killed is such a high bar that players will often fail at attempting to deliberately get their character killed in a fight. etc. </p><p></p><p>Matt Colevile did a great job of explaining it with much deeper levels of detail </p><p>[spoiler="What are dungeons for"]</p><p>[MEDIA=youtube]BQpnjYS6mnk[/MEDIA]</p><p>[/spoiler]</p><p></p><p>Because communities built around a particular subject tend to develop their own meaningful shorthand jargon & in the case of ttrpgs like d&d "dungeon" is a nebulous concept that generally represents some form of an area that usually contains monsters or similar & is usually somehow linked to a quest of some form along with a bunch of expectations that will vary based on the system being used but 5e takes great pains to avoid trying to even gesture towards making any of those expectations as Matt Coleville described in that video. That's not helpful for discussion though so the bit of jargon being used in this thread that simplifies it to "dungeon" allows for easier conversation.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8858811, member: 93670"] darkvision is almost default to the point of being more unusual to not be there than to be there. Because of mechanics of how people interact at a table ensures that it never plays out like [URL='https://www.reddit.com/r/TheWeeklyRoll/comments/e7mugz/the_weekly_roll_11_darkvision/']this[/URL] if a small subset of the table is lacking it. Attrition has been downplayed to the point of being nearly nonexistent thanks to trivialized recovery. PCs don't actually need anything. Players never feel like their PCs are facing certain risk because getting killed is such a high bar that players will often fail at attempting to deliberately get their character killed in a fight. etc. Matt Colevile did a great job of explaining it with much deeper levels of detail [spoiler="What are dungeons for"] [MEDIA=youtube]BQpnjYS6mnk[/MEDIA] [/spoiler] Because communities built around a particular subject tend to develop their own meaningful shorthand jargon & in the case of ttrpgs like d&d "dungeon" is a nebulous concept that generally represents some form of an area that usually contains monsters or similar & is usually somehow linked to a quest of some form along with a bunch of expectations that will vary based on the system being used but 5e takes great pains to avoid trying to even gesture towards making any of those expectations as Matt Coleville described in that video. That's not helpful for discussion though so the bit of jargon being used in this thread that simplifies it to "dungeon" allows for easier conversation. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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