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General Tabletop Discussion
*TTRPGs General
What Makes A Good Dungeon, and a Good Dungeon Campaign/Adventure?
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<blockquote data-quote="Ariosto" data-source="post: 5271878" data-attributes="member: 80487"><p>TV producers came up with Doctor Who's TARDIS and Captain Kirk's <em>Enterprise</em> as means of getting a continuing cast of characters into a wide variety of different situations. The original-model D&D dungeon serves an analogous purpose, offering a potentially endless supply of "mystification, enjoyment, excitement, and amusement in the challenge of the myriad passages of the dungeons."</p><p></p><p>A note on nomenclature: "the dungeons" in this context denotes the same as "the dungeon", its connotations emphasizing the variety, extent and multi-leveled nature of the works. </p><p></p><p>There is more to it than one novelty bang after another, though. There is another layer of game that may not be immediately apparent, as in a video game that at first glance is just another "shoot 'em up" but has a deeper puzzle-solving element. The added layer is that exploring the map is itself a strategic undertaking.</p><p></p><p>There is yet another layer in the "overworld". This is for players at once a less alien environment and a less manageable one. There are pockets of hospitality, separated by monster-infested wilderness. Affairs, as in our world, are not neatly sorted into "levels", and clearly walled-in paths are exceptions to the rule of being able to wander in any direction at any time.</p><p></p><p>The whole nine yards is not to everyone's taste, but I think problems most often arise from a DM's neglect of one aspect or another. It is easier for players to find their way to their own kind of fun if a multitude of ways is readily available.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5271878, member: 80487"] TV producers came up with Doctor Who's TARDIS and Captain Kirk's [i]Enterprise[/i] as means of getting a continuing cast of characters into a wide variety of different situations. The original-model D&D dungeon serves an analogous purpose, offering a potentially endless supply of "mystification, enjoyment, excitement, and amusement in the challenge of the myriad passages of the dungeons." A note on nomenclature: "the dungeons" in this context denotes the same as "the dungeon", its connotations emphasizing the variety, extent and multi-leveled nature of the works. There is more to it than one novelty bang after another, though. There is another layer of game that may not be immediately apparent, as in a video game that at first glance is just another "shoot 'em up" but has a deeper puzzle-solving element. The added layer is that exploring the map is itself a strategic undertaking. There is yet another layer in the "overworld". This is for players at once a less alien environment and a less manageable one. There are pockets of hospitality, separated by monster-infested wilderness. Affairs, as in our world, are not neatly sorted into "levels", and clearly walled-in paths are exceptions to the rule of being able to wander in any direction at any time. The whole nine yards is not to everyone's taste, but I think problems most often arise from a DM's neglect of one aspect or another. It is easier for players to find their way to their own kind of fun if a multitude of ways is readily available. [/QUOTE]
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What Makes A Good Dungeon, and a Good Dungeon Campaign/Adventure?
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