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What Don't You Like About Dungeons?
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<blockquote data-quote="Burnside" data-source="post: 8980787" data-attributes="member: 6910340"><p>I think dungeons, or, more generally, <em>site-based adventures with explorable maps</em> (could be a dungeon, tower, ruins, a castle, a galleon, etc.) represent the adventure style best supported by 5E's rules, and are absolutely my favorite style of play as both a player and a DM.</p><p></p><p>Such adventures should provide an exciting mix of combat, exploration, and role-playing opportunities. The adventurers should have personal reasons for being there, the location should have a reason for existing, and its denizens should have agendas and goals. There should often be multiple viable ways to approach challenges.</p><p></p><p>Site-based adventures can certainly fall flat by being too repetitive, too big, too empty, or lacking in character and cool details. This is generally an issue with the designers, the DM, or a combination of both.</p><p></p><p>As a player, I actually find site-based exploration gives me the most freedom while playing and makes me feel the most actively engaged with the physical environment of the game. Like I'm proactively in control of where my character is going and what they are doing and how they are interacting with the environment. I enjoy other modes of play, but I definitely feel like they have a tendency to be more passive/reactive to specific opportunities the DM gives me.</p></blockquote><p></p>
[QUOTE="Burnside, post: 8980787, member: 6910340"] I think dungeons, or, more generally, [I]site-based adventures with explorable maps[/I] (could be a dungeon, tower, ruins, a castle, a galleon, etc.) represent the adventure style best supported by 5E's rules, and are absolutely my favorite style of play as both a player and a DM. Such adventures should provide an exciting mix of combat, exploration, and role-playing opportunities. The adventurers should have personal reasons for being there, the location should have a reason for existing, and its denizens should have agendas and goals. There should often be multiple viable ways to approach challenges. Site-based adventures can certainly fall flat by being too repetitive, too big, too empty, or lacking in character and cool details. This is generally an issue with the designers, the DM, or a combination of both. As a player, I actually find site-based exploration gives me the most freedom while playing and makes me feel the most actively engaged with the physical environment of the game. Like I'm proactively in control of where my character is going and what they are doing and how they are interacting with the environment. I enjoy other modes of play, but I definitely feel like they have a tendency to be more passive/reactive to specific opportunities the DM gives me. [/QUOTE]
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