But "dungeon survival" isn't just about how many/tough the traps and monsters are. it is about managing limited resources, dealing with save-or-die dangers, exploring avenues that don't necessarily lead directly to the BBEG, scrounging for treasure, fighting off wandering monsters and all those other things. "Wandering monsters" are apparently out. "Traps" as we've known them are out. "Save or die" is out. The Dungeons Des&Dev article goes a long way toward redefining the dungeon as an arean and/or gauntlet.
I'm going to go ahead and back this up.
"Dungeon Survival," as I've been using the term, is about
survival (that is, staying alive for an extended period of time) in a
dungeon (that is, a twisty passageway filled with unpleasant things).
The individual toughness isn't a concern. It's the slow attrition and sudden shock that kind of define what is fun in a Dungeon Survival game. Watching your hp's slowly dwindle away over the course of days and weeks as your food and water supply dwindles just as rapidly, always on the look out for something that can and will kill you with but a thought, if you step uncautiously into it's path, dealing with your rotting equipment, dealing with town being miles away toward the surface, dealing with an alien environment that is directly hostile to you and that does not want you alive anymore....
That's fun. Think of it in terms of "survival horror," where living to see tomorrow is an accomplishment, and your prizes consist of sturdy shovels and rusty hob-nails. Making due with the bare minimum, and using (usually player) cleverness to endure where you should not is entertaining.
But that isn't what most people are expecting out of D&D, for better or worse. And it isn't what 4e wants to support, from all available information. Slow attrition and instant calamity are both off the table, and these are some of the defining traits of dungeon survival. You do have resources you can spend, but you can't spend THEM ALL, FOREVER, which is important to a game where death is always waiting around the next turn in the rough-hewn stone walls.
RC said:
From my point of view (as player or DM) these things increase the fun. But they are not consistent with a "15-minute adventuring day" playstyle.
The major problem with wandering monsters in a heroic adventure game is that they serve no purpose other than as an XP speedbump. They aren't important to the arc of the storyline, they don't matter in terms of pacing, and they distract you from what is REALLY important in a heroic adventure game (finding the bad guy and beating the cheese out of them, or exploring your character's history, or discovering the site of an ancient battle that can be re-told by a wizened old sage, etc.). They don't get at what people are looking for when they're looking for heroic adventure. They aren't very heroic, they aren't very adventurous, they're just there as background noise, which heroic adventure isn't particularly concerned with. It would be like forcing characters to RP buying torches or encountering a squirrel.
This is exactly why they're good in a Dungeon Survival game, though. More chances to damage characters, weaken their resolve, show them that they are not welcome here, to sap their critically limited resources and to force them to consider whether they really can dig one level deeper tonight, or whether they better proceed with caution.
Just two different goals. 4e seems expressly to be catering to the former, while earlier editions definitely had a strong mechanical bent toward the latter.