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Do you Run Dungeoncrawl?

Started by Ruprecht, December 27, 2023, 10:34:56 AM

Previous topic - Next topic

Ruprecht

Most classic modules were dungeoncrawls of some sorts, and there are a number of mega dungeons on the market these days, but I don't know if that's just because they are easy to write in a publishable form or not. I'm curious what the state of things are now.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

1stLevelWizard

More often than not I find myself running some sort of Dungeon Crawl, whether it's a premade module or something I made myself. I also like to have a central dungeon the players can go to and from in-between adventures, sort of like Caed Nua in Pillars of Eternity.

I find they're easier to run, and with the dungeon procedures in a lot of rules sets it's got a lot of support. That being said, I also run a fair share of overland adventures too.
"I live for my dreams and a pocketful of gold"

BadApple

I do periodically run dungeon crawls.  Often, I run them as technical games where resource management and time keeping are done very strictly.  In many ways, it's almost a board game. 

Every time I run one, I get more people trying to play than I can accommodate.  There's a real market for dungeon crawl games out there.
>Blade Runner RPG
Terrible idea, overwhelming majority of ttrpg players can't pass Voight-Kampff test.
    - Anonymous

yosemitemike

I do run dungeon crawls sometimes between running other sorts of adventures.  I'm not as big on megadungeons these days though. 
"I am certain, however, that nothing has done so much to destroy the juridical safeguards of individual freedom as the striving after this mirage of social justice."― Friedrich Hayek
Another former RPGnet member permanently banned for calling out the staff there on their abdication of their responsibilities as moderators and admins and their abject surrender to the whims of the shrillest and most self-righteous members of the community.

rytrasmi

Most of the time I run games that have dungeons to explore. But I use a really broad meaning of dungeon like "mysterious indoor structure" or something.

I think the big appeal of dungeons is the "press your luck" aspect. The shape of the place means that the further you go the harder it is to escape. You can't just run off in any direction to escape. This is also embodied by the push-pull between possible treasure and resources like torches and food. You want to explore one more room, but your stocks are running low, but what if the next room has all the gold?

So any place that has that sort of dynamic, I would call a dungeon.
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

Ruprecht

Quote from: 1stLevelWizard on December 27, 2023, 10:38:10 AM
and with the dungeon procedures in a lot of rules sets it's got a lot of support.
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

BadApple

Quote from: Ruprecht on December 27, 2023, 11:07:13 AM
Quote from: 1stLevelWizard on December 27, 2023, 10:38:10 AM
and with the dungeon procedures in a lot of rules sets it's got a lot of support.
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?

I use a set of homebrew rules but they are heavily based on early D&D rules.  If you have OSE you have most of what I use in the book.
>Blade Runner RPG
Terrible idea, overwhelming majority of ttrpg players can't pass Voight-Kampff test.
    - Anonymous

Steven Mitchell

I run something that resembles a dungeon crawl maybe 40% of the time.  More than occasionally, but it's not the predominant thing.  Also, I have a lot of stuff that is in kind of a gray area, where a small lair or two has elements of a dungeon crawl, but that's not the whole adventure.  I'm not wild about mega-dungeons except when learning a new system.

1stLevelWizard

Quote from: Ruprecht on December 27, 2023, 11:07:13 AM
Quote from: 1stLevelWizard on December 27, 2023, 10:38:10 AM
and with the dungeon procedures in a lot of rules sets it's got a lot of support.
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?

Well, I think a lot of that stuff was handwaved over time and so a lot of the written rules were removed or slimmed. OSR games are really good for dungeoncrawls since they have a lot of built in support for them, but when you compare it to something like 5e or even 3e, they just didn't have that playstyle it mind it seems.

I should say too that when I say dungeon procedures, I mean stuff like definite rules for torches, time keeping, resource management, wandering monsters, etc. All stuff meant to test the players, drain their resources, and, as rytrasmi said, test their luck. With later editions you have a lot of built in systems that remove a lot of those dungeon crawl elements so I think as a result dungeoncrawls see a lot more play in older systems.
"I live for my dreams and a pocketful of gold"

Eirikrautha

Quote from: Ruprecht on December 27, 2023, 11:07:13 AM
Quote from: 1stLevelWizard on December 27, 2023, 10:38:10 AM
and with the dungeon procedures in a lot of rules sets it's got a lot of support.
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?

I would actually assert the opposite. 5E doesn't have any non-dungeoncrawl rules (effectively).  I know, I know, you can find some basic travel rules in a few adventures or expansion books.  But if you look at the basic rules conceits in the main books, 5E almost exclusively focuses on the kinds of rules adjudications that are most likely to occur in dungeon crawling.  Most combats are assumed to be indoors (look at the illustrations and examples of play, facing, movement, optional rules, etc.).  Many of the normal dungeon-themed spells are retained.  Mounted combat is an afterthought (at best... I've tried to play a mounted knight in several of WotC's published adventures), the rules for it are vague, and it's not balanced or realistic (which you'd want one or the other, at least).  In fact, if you look at many of the earliest criticisms of the game, many people complained that the exploration portion of the game was undercooked (and class abilities didn't help with travel and exploration, but counterfeited them entirely), and that the game was much harder to run as a hexcrawl than as a dungeoncrawl.  Now, I have no idea what has been added post-Tasha's (because I'm not buying anything new from them), but those were legitimate critisicms up until I stopped playing.  I think a better case can be made that dungeoncrawls are the unspoken default of 5E (but just as vague as most of the non-combat rules in that edition...).
"Testosterone levels vary widely among women, just like other secondary sex characteristics like breast size or body hair. If you eliminate anyone with elevated testosterone, it's like eliminating athletes because their boobs aren't big enough or because they're too hairy." -- jhkim

Brad

I started with dungeoncrawls, graduated to "serious gaming," but now am back to dungeoncrawls because that's where the actual fun is. The game part, not the amateur theatre hour nonsense that seems to have pushed RPGs into a realm of pure wankery. I prefer pretending to be Conan when he's going into the Tower of the Elephant or a forbidden city, not sitting on a throne dealing with political matters; I get enough of that crap in real life.
It takes considerable knowledge just to realize the extent of your own ignorance.

jhkim

Quote from: Eirikrautha on December 27, 2023, 11:42:44 AM
Quote from: Ruprecht on December 27, 2023, 11:07:13 AM
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?

I would actually assert the opposite. 5E doesn't have any non-dungeoncrawl rules (effectively).  I know, I know, you can find some basic travel rules in a few adventures or expansion books.  But if you look at the basic rules conceits in the main books, 5E almost exclusively focuses on the kinds of rules adjudications that are most likely to occur in dungeon crawling.  Most combats are assumed to be indoors (look at the illustrations and examples of play, facing, movement, optional rules, etc.). Many of the normal dungeon-themed spells are retained.

I'd agree with this. I've done more dungeon-crawl in 5E than I have since my AD&D days in the 80s and early 90s.

We used some of the published modules early in 5E, which were pretty bad. I later used a mix of classic modules updated to 5E in my dragon apocalypse game, and some one-shots. In my current campaign, I'm mostly using my own dungeon designs - they're relatively small and can be explored in a single session - but they're strongly themed. So maybe 2/3rds of my adventures have featured a dungeon, but often there is also some action outside the dungeon besides the dungeon crawl. So, say, the initial adventure was a murder mystery - but following the clues lead the players to a small Nazca-themed dungeon.

I'm not sure what dungeon-specific rules are that Ruprecht is thinking of. I haven't felt the need for anything that I can think of from earlier editions for dungeons.

Ruprecht

Quote from: jhkim on December 27, 2023, 12:34:41 PM
I'm not sure what dungeon-specific rules are that Ruprecht is thinking of. I haven't felt the need for anything that I can think of from earlier editions for dungeons.
How far you can move/search per turn. How rest is required 10 minutes out of every hour, how often to check for random encounters while in a dungeon, that sort of thing. The concept of a quick rest could be impossible in a dungeon depending upon the frequency of random encounter checks.

Also  it seems random encounter tables based on dungeon level disappeared when CR showed up, at least I don't think I ever found them in the core three books or the SRD.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

1stLevelWizard

Quote from: Eirikrautha on December 27, 2023, 11:42:44 AM
Quote from: Ruprecht on December 27, 2023, 11:07:13 AM
Quote from: 1stLevelWizard on December 27, 2023, 10:38:10 AM
and with the dungeon procedures in a lot of rules sets it's got a lot of support.
That's part of the reason for my question. I might have missed them but I don't think 5E has any dungeon crawl rules. Are dungeoncrawls an OSR relic or is it that folks don't feel they need codified rules for exploring a dungeon?

I would actually assert the opposite. 5E doesn't have any non-dungeoncrawl rules (effectively).  I know, I know, you can find some basic travel rules in a few adventures or expansion books.  But if you look at the basic rules conceits in the main books, 5E almost exclusively focuses on the kinds of rules adjudications that are most likely to occur in dungeon crawling.  Most combats are assumed to be indoors (look at the illustrations and examples of play, facing, movement, optional rules, etc.).  Many of the normal dungeon-themed spells are retained.  Mounted combat is an afterthought (at best... I've tried to play a mounted knight in several of WotC's published adventures), the rules for it are vague, and it's not balanced or realistic (which you'd want one or the other, at least).  In fact, if you look at many of the earliest criticisms of the game, many people complained that the exploration portion of the game was undercooked (and class abilities didn't help with travel and exploration, but counterfeited them entirely), and that the game was much harder to run as a hexcrawl than as a dungeoncrawl.  Now, I have no idea what has been added post-Tasha's (because I'm not buying anything new from them), but those were legitimate critisicms up until I stopped playing.  I think a better case can be made that dungeoncrawls are the unspoken default of 5E (but just as vague as most of the non-combat rules in that edition...).

Well and with what you mentioned, you could port in exploration rules from the older editions fairly easily. Rules for overland movement per day, etc wouldn't take too much to implement.

Sadly a lot of my experience with 5e came from playing in games where much of that stuff was handwaved and I never bought the books since I played 3e a lot at the time. Now that you mentioned it though, 3e does have a lot of dungeon stuff too. I guess it comes down to how you tackle the dungeon.

"I live for my dreams and a pocketful of gold"

Spinachcat

I prefer "dungeon crawling" - whether its in a fantasy labyrinth, Victorian haunted house, abandoned military base, or alien space station - to any other form of RPG gaming.