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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="Clint_L" data-source="post: 8868929" data-attributes="member: 7035894"><p>I just glanced through the maps of every single WotC-published adventure book, and they turn out to be chock full of dungeons. Dungeons turn out to be massively over-represented as a play environment in D&D worlds. Like, how much time do explorers spend in dungeons in the real world, as opposed to in D&D worlds? And I get it - the word "dungeon" is right in the title, and they don't want to be accused of false advertising or something. And the game definitely continues to do a good job of promoting dungeons as the primary adventure setting.</p><p></p><p>So this thread is really not about bringing the game "back" to the dungeon, but rather about promoting a particular style of dungeon adventuring. Obviously, there are going to be a lot of different tastes, such as the OP's very OD&D preferences. And good on them! So the solution should be some kind of specialized guide that offers different styles for consideration. I think the various adventure books already do a decent job of this (White Plume Mountain, for example, offers a solid 5e version of an old school experience), but they are spread out. So why not do a compilation book that is just dungeons of different sizes and play styles, so that tables can experiment with lots of different approaches? These could also be a handy resource to slot into a campaign when needed.</p><p></p><p>Do I want to run an old-school dungeon crawl for an entire campaign? Nope! But for a story arc or even a one-shot within a campaign, I think I would love having a resource like that.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8868929, member: 7035894"] I just glanced through the maps of every single WotC-published adventure book, and they turn out to be chock full of dungeons. Dungeons turn out to be massively over-represented as a play environment in D&D worlds. Like, how much time do explorers spend in dungeons in the real world, as opposed to in D&D worlds? And I get it - the word "dungeon" is right in the title, and they don't want to be accused of false advertising or something. And the game definitely continues to do a good job of promoting dungeons as the primary adventure setting. So this thread is really not about bringing the game "back" to the dungeon, but rather about promoting a particular style of dungeon adventuring. Obviously, there are going to be a lot of different tastes, such as the OP's very OD&D preferences. And good on them! So the solution should be some kind of specialized guide that offers different styles for consideration. I think the various adventure books already do a decent job of this (White Plume Mountain, for example, offers a solid 5e version of an old school experience), but they are spread out. So why not do a compilation book that is just dungeons of different sizes and play styles, so that tables can experiment with lots of different approaches? These could also be a handy resource to slot into a campaign when needed. Do I want to run an old-school dungeon crawl for an entire campaign? Nope! But for a story arc or even a one-shot within a campaign, I think I would love having a resource like that. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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