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I’ll state my bias up front and say I’ve always found dungeons tiresome, crushing and flattening the ambit of play into mechanical ‘roll’ playing (roll to discover secret doors, roll to disarm traps, roll to make an accurate map, roll to cross the pit, roll to translate the inscription, roll to hit the kobold) at the expense of every other aspect of the hobby. That said, I can see the case for a looser construction of the word ‘dungeon’ to refer to ‘a discrete environment’.

I’m curious to know whether and how you think themes are compatible with random dungeon generation? There seems to me to something approaching a contradiction between adherence to a theme and randomisation. To use your metaphor, it seems a bit like trying to build a pergola using components selected by sticking several pins in a garden furniture catalogue while blindfolded.

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