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Dungeon Hack Frequency

Started by rgrove0172, January 01, 2017, 11:08:56 AM

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rgrove0172

When we first started playing D&D (1975 or so) we pretty much thought every adventure had to have a dungeon. It was the point of the game really. Sure, I quickly started enjoying fleshing out my fantasy world for the players to explore but honestly it was just a means to get them from one dungeon to another. That all changed after a couple years however and the actual 'dungeon delving' became less and less a part of our games. It was a conscious effort on my part as GM I guess, beginning to feel that we were somehow expanding the game and making it something unique to our group by actually avoiding the good ole dungeons everybody else was still using. (We weren't unique at all of course but in our secluded little group of geeks with no internet to connect with others we were oblivious)

Anyway, even after the foolish notions of 'doing it different' just for the sake of doing it different passed we never returned to the heavily dungeonified ways. Players came and went, I moved and picked up different groups several times but my games were still pretty void of traditional dungeon settings. Entire fantasy campaigns have been played without a classic dungeon included. Even now, 40 years later I can count on one hand the number of 'dungeons' Ive run in the last 10 years.

Reading through the posts here and on other sites it seems that Dungeons are still, at least in some games like D&D, very popular and the mainstay of many a campaign.

Do you feature them in your games regularly? Are they the heart and soul of your games around which the plots weave, or have you visited them less regularly in your games over the years?

Honestly, when I think about it, I miss the old Hack - I may have to work something up as a one shot or something for my current players.

Skarg

Dungeons _per se_ are much less frequent. Generally locations now have some history that makes more or less sense, as do the people and creatures that are there and why, and any secret passages or traps or defenses, and certainly the loot. Usually that means the locations are not much like ye olde D&D dungeons, though they can function sometimes in similar ways. Though even pretty early in playing TFT, what with the noise rules and GM notes that got me thinking in terms of what the NPCs there know and how they react, once many/most of what's there is aware that fighting/intrusion/theft/etc is going on, most of the NPCs there are raising alarms, running, organizing, panicking, looting, and so on, which tends to make what happens quite a bit different from the (er, trope?) of dealing with dungeon rooms one at a time.

Shemek hiTankolel

Quote from: rgrove0172;938120When we first started playing D&D (1975 or so) we pretty much thought every adventure had to have a dungeon. It was the point of the game really. Sure, I quickly started enjoying fleshing out my fantasy world for the players to explore but honestly it was just a means to get them from one dungeon to another. That all changed after a couple years however and the actual 'dungeon delving' became less and less a part of our games. It was a conscious effort on my part as GM I guess, beginning to feel that we were somehow expanding the game and making it something unique to our group by actually avoiding the good ole dungeons everybody else was still using. (We weren't unique at all of course but in our secluded little group of geeks with no internet to connect with others we were oblivious)

Anyway, even after the foolish notions of 'doing it different' just for the sake of doing it different passed we never returned to the heavily dungeonified ways. Players came and went, I moved and picked up different groups several times but my games were still pretty void of traditional dungeon settings. Entire fantasy campaigns have been played without a classic dungeon included. Even now, 40 years later I can count on one hand the number of 'dungeons' Ive run in the last 10 years.

Reading through the posts here and on other sites it seems that Dungeons are still, at least in some games like D&D, very popular and the mainstay of many a campaign.

Do you feature them in your games regularly? Are they the heart and soul of your games around which the plots weave, or have you visited them less regularly in your games over the years?

Honestly, when I think about it, I miss the old Hack - I may have to work something up as a one shot or something for my current players.

I followed a very similar path over the years. My first attempts at DMing were very much only dungeon crawls, but once I figured out how much fun world creation and exploration could be dungeons became less frequent. I did one last year, and will probably do one in the immediate future, but the intricate beauty of Tekumel, where most of my campaigns are set, coupled with my player's gaming style/preferences really doesn't require me to use them much. They're there if I want to use them, but aren't really needed by my players and I to keep the game going.

Shemek
Don\'t part with your illusions. When they are gone you may still exist, but you have ceased to live.
Mark Twain

K Peterson

Quote from: rgrove0172;938120Do you feature them in your games regularly? Are they the heart and soul of your games around which the plots weave, or have you visited them less regularly in your games over the years?
I rarely play fantasy Rpgs, and don't have any interest in D&D any more, so dungeons aren't featured in my gaming. On those occasions that I do run fantasy I might include some ruined locations to explore, but they're not massive underground complexes. I don't really get into that style of play anymore.

Quote...the heart and soul of your games around which the plots weave.
I don't generate plots in my games. I have timelines, and results that will occur if the characters do, or do not, react or take action. And I have NPC motivations and goals, and an idea of their reaction if their goals are obstructed. But the "plot" is not fixed - it will change dramatically based on player interaction, and I will often be as surprised as the players on the direction that it takes.

LouGoncey

D&D has dungeons -- it is right there in the title.

RunningLaser

I like dungeons.  Have been delving into them for over 30 years now.  They are easy milestone markers to remember.  We play mostly hack and slash, and for our group, it works and works well.

Gronan of Simmerya

I don't have a "plot" so the question is irrelevant.

Also, it took us all of 3 months to start going beyond the dungeon in Gygax's game in 1972.  The point of the game is exploration.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Shawn Driscoll

If a rule book mentions checking for traps, guess what the players will say their characters are doing a lot of the time?

rgrove0172

I met a guy online that claimed after 12 years of D&D they still played mainly dungeon adventures and loved it, never even looked to try something else. No harm in that at all, I was just a little suprised. Wondered how prevalent that was.

Kyle Aaron

We're like that bar in the Blues Brothers: we like both kinds of roleplaying, dungeons and dragons.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Kyle Aaron

Quote from: Gronan of Simmerya;938157The point of the game is exploration.
I am playing Skyrim with my 5yo son watching. I commented that it was odd that only I could ride a horse, not any of the companions we can get. Zac said, "only an explorer can ride a horse, not anyone else."

He gets it.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

rgrove0172

Quote from: Kyle Aaron;938183I am playing Skyrim with my 5yo son watching. I commented that it was odd that only I could ride a horse, not any of the companions we can get. Zac said, "only an explorer can ride a horse, not anyone else."

He gets it.

Unless you install one of the many mods that change this, riders all over Skyrim, wild horses for taming etc.

Krimson

Quote from: rgrove0172;938120Do you feature them in your games regularly? Are they the heart and soul of your games around which the plots weave, or have you visited them less regularly in your games over the years?

Honestly, when I think about it, I miss the old Hack - I may have to work something up as a one shot or something for my current players.

Well yes. Dungeon crawls are a time honored tradition and the best way to weed out the weak, and reward the lucky. In Dungeons and Dragons, they are so important they get the first word of the game. They are great for low to mid level characters, and using stock villains (Goblins, Kobolds, low level undead etc) is expected. It's something that's easy for the Dungeon Master to do, so they can worry less about plot lines, and let the player characters come into their own. At the lower levels, players may still be working out things like personality and motives. I know I like to figure it out in play. So you run them through a meat grinder which happens to also grind XP and loot, and then when you have other adventures of a more complex nature involving in game politics and intrigue the characters have become more established.

The nice thing about running dungeons or any stock adventure is that you can take the time saved in game planning by planning for the future. Also remember, the best laid plans never survive first contact with the player characters. Letting them murderhobo through the lower levels let's you work out contingencies for when they inevitably run the game off the rails, likely sooner than later. Take advantage of this while you can, particularly when they are still low enough level that you can influence their travel time. Dungeons offer a lot of things in one convenient location. If it's big enough there should be possible rest areas (random encounters can happen) and maybe some sort of merchant, if the place is so big that there is an extended stay, such as in the case of megadungeons.

RP is great and everything but sometimes you just want to kill things and take their stuff.
"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit

Krimson

Quote from: rgrove0172;938185Unless you install one of the many mods that change this, riders all over Skyrim, wild horses for taming etc.

That and over 100 other mods. :D
"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit

rawma

It's been at least ten years since I ran a dungeon where the player characters would be expected to advance more than one level, and now some of the dungeons are actually cloud giant castles or labyrinthine hedge mazes or whatever rather than underground excavations (or just one place in the Underdark), but I still consider them dungeons if there's more than one place to deal with something (trap, obstacle, NPC to negotiate with or enemy to fight) in a single place. (If there's only one thing, it's just a lair or a dwelling or a trap or whatever.) So, it's changed over time, yes. But I could still see a campaign that was entirely about exploring something like the Mines of Moria, and I still want the players to have to deal with an entire dungeon (more like an old style dungeon level, I guess) without resting/recovering resources.