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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="Manbearcat" data-source="post: 8861162" data-attributes="member: 6696971"><p>Unclear to me what the intent is of this post or if I'm included in the target audience, but my response to this post lies in my post just upthread.</p><p></p><p>I feel neither annoyed nor cheated nor "back in my day HARRUMPH-ey" by a "dungeon play" (lets call it) experience that isn't about logistical management of a dangerous obstacle course via tightly systemitized turn-based exploration + a countdown clock (like The Grind or Light in Torchbearer or Wandering Monsters in Moldvay Basic) + difficult inventory management and loadout decisions + harsh to negotiate attrition model + consequences with teeth at multiple layers of play + the imperative of deft management of multiple types of resources to even survive the through line of play + difficult decisions around an advancement scheme that requires failure (in a game that brutally punishes failure...thereby creating complex incentive structures).</p><p></p><p>When I run games, my apex priority is "game as game" and, specifically, the game I'm running right now (I don't run Torchbearer to get a Mouse Guard experience nor D&D 4e to get a Dogs in the Vineyard experience nor Blades in the Dark to get a Stonetop experience etc). So when it comes to a "dungeon crawler", I want play to constantly feature layered, interesting, impactful decision-points and consequences that create a particular type of thematically-potent challenge experience right now and through the longitudinal experience of both the entire crawl and the play loop at large (so like in Torchbearer, you're talking Town Phase > Journey Phase > Adventure Phase > Camp Phase > Adventure Phase > Journey Phase > Town Phase). </p><p></p><p>There are designs for that. And there are designs that take that away and, in its stead, provide an alternative "dungeon play" experience.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8861162, member: 6696971"] Unclear to me what the intent is of this post or if I'm included in the target audience, but my response to this post lies in my post just upthread. I feel neither annoyed nor cheated nor "back in my day HARRUMPH-ey" by a "dungeon play" (lets call it) experience that isn't about logistical management of a dangerous obstacle course via tightly systemitized turn-based exploration + a countdown clock (like The Grind or Light in Torchbearer or Wandering Monsters in Moldvay Basic) + difficult inventory management and loadout decisions + harsh to negotiate attrition model + consequences with teeth at multiple layers of play + the imperative of deft management of multiple types of resources to even survive the through line of play + difficult decisions around an advancement scheme that requires failure (in a game that brutally punishes failure...thereby creating complex incentive structures). When I run games, my apex priority is "game as game" and, specifically, the game I'm running right now (I don't run Torchbearer to get a Mouse Guard experience nor D&D 4e to get a Dogs in the Vineyard experience nor Blades in the Dark to get a Stonetop experience etc). So when it comes to a "dungeon crawler", I want play to constantly feature layered, interesting, impactful decision-points and consequences that create a particular type of thematically-potent challenge experience right now and through the longitudinal experience of both the entire crawl and the play loop at large (so like in Torchbearer, you're talking Town Phase > Journey Phase > Adventure Phase > Camp Phase > Adventure Phase > Journey Phase > Town Phase). There are designs for that. And there are designs that take that away and, in its stead, provide an alternative "dungeon play" experience. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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