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What if: Modern Dungeons?
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<blockquote data-quote="Mark CMG" data-source="post: 5521323" data-attributes="member: 10479"><p>I like when fantasy dungeoneering has the same sort of complications one would presume to find in modern day tresure hunting. While the "anything at all can happen" aspect of mega-dungeons designed by insane wizards and expanded by the descendant-denizens can be fun, I've always loved the isolated crypt in a burial mound, the formerly-used catacomb crawl, the recently discovered cave system found by fishmen as they round a seaside rocky prominence (perhaps newly opened at this end due to tectonic activity). I also like the idea of having all of these somehow tied together through happenstance so that you get a hodgepodge of environments together in a way that actually makes some sense if you have all the cards and knowledge to be in the know *cough*GM-only*cough*).</p><p></p><p>So, too, I like working from the premise that most people can fall to greed, and/or if they think they have a stake in something they will rationalize why they should have a share. I can see some scenarios above where the Vatican might lay some claim to anything from certain periods of Roman history.</p><p></p><p>I also agree that in a modern setting the location of the dungeon is going to be a big factor, both for the landholder and any governmental body, perhaps more than one department with the main government letting the departments fight it out (which avoids having any single arbitor of conflicts). Many have been mentioned above but to reiterate and expand on those concepts, there could be independent bodies involved over environmental issues, preservation issues, issues of eminent domain could be made by local authorities or even some international institution. It might be best to throw as many on the table as possible and allow the players to pick their favorite horse(s) then you also push the opposite as figuring prominently into the game, allowing the others to fall by the wayside as either unfounded or seen as crackpots. In this way you get player investment as well as a chance to clean things up early in the process to avoid the game being too muddy all the way through.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5521323, member: 10479"] I like when fantasy dungeoneering has the same sort of complications one would presume to find in modern day tresure hunting. While the "anything at all can happen" aspect of mega-dungeons designed by insane wizards and expanded by the descendant-denizens can be fun, I've always loved the isolated crypt in a burial mound, the formerly-used catacomb crawl, the recently discovered cave system found by fishmen as they round a seaside rocky prominence (perhaps newly opened at this end due to tectonic activity). I also like the idea of having all of these somehow tied together through happenstance so that you get a hodgepodge of environments together in a way that actually makes some sense if you have all the cards and knowledge to be in the know *cough*GM-only*cough*). So, too, I like working from the premise that most people can fall to greed, and/or if they think they have a stake in something they will rationalize why they should have a share. I can see some scenarios above where the Vatican might lay some claim to anything from certain periods of Roman history. I also agree that in a modern setting the location of the dungeon is going to be a big factor, both for the landholder and any governmental body, perhaps more than one department with the main government letting the departments fight it out (which avoids having any single arbitor of conflicts). Many have been mentioned above but to reiterate and expand on those concepts, there could be independent bodies involved over environmental issues, preservation issues, issues of eminent domain could be made by local authorities or even some international institution. It might be best to throw as many on the table as possible and allow the players to pick their favorite horse(s) then you also push the opposite as figuring prominently into the game, allowing the others to fall by the wayside as either unfounded or seen as crackpots. In this way you get player investment as well as a chance to clean things up early in the process to avoid the game being too muddy all the way through. [/QUOTE]
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