It's frequently mentioned about at all my gaming tables that "dungeons are boring."
For a myriad number of reasons, I disagree. Dungeons are an opportunity to present history and flavor in ways that political adventures and wilderness campaigns can't, and provide a series of meaningful choices that cities and forests don't.
Still I'll ask you guys:
What makes a great dungeon?
And furthermore, what makes a great adventure or campaign within a dungeon?
For a myriad number of reasons, I disagree. Dungeons are an opportunity to present history and flavor in ways that political adventures and wilderness campaigns can't, and provide a series of meaningful choices that cities and forests don't.
Still I'll ask you guys:
What makes a great dungeon?
And furthermore, what makes a great adventure or campaign within a dungeon?