Monday, October 26, 2020

Dungeoncrawling

 I think that pure dungeon crawling works better in a board game, where its more natural to measure distance by counting actual spaces moved by a miniature, and turns by going around the table.

  In a more free-form role playing game, exact measurements of distance and time can get fuzzy, and start to get handwaved away. They're also primarily the responsibility of the dungeon master, who bears the burden of running the whole game, so technical details like that quickly get dropped. It's why 5e has no mention of a dungeon or exploration turn, and a throwaway chart on travel pace.

  Advanced Heroquest and Warhammer Quest absolutely nail the feeling of a tight dungeon crawl to me. The actual "role playing" aspect of the game happens outside the dungeon, when players can interact with NPCs, travel to new areas, and prepare for the next dungeon. 

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