Tuesday, October 2, 2012

With So Many Options, Why Dungeon?

I had another fun discussion with George this morning. We were talking about the Basic D&D retro-clones, such as Labyrinth Lord and Basic Fantasy. Both are great games, simple, well supported, and very focused on dungeon crawling. If you want the original experience of exploring a spooky old crypt or dungeon, you can't do better than these games. Why?

Focus. There isn't much else in these games but the classic experience. In both games, you can make your hero, buy equipment, select spells, and get going quickly. The rules have little else in them, there are traps, monsters, treasures, and rules for a couple other things related to dungeon crawls. The games do not do much more, and that is a strength.

Now take a more generic system, but still focused on dungeon crawling, such as D&D 3.5 or Pathfinder. There are skills, crafting, travel rules, social interaction, and so much else in them. Dungeon crawling still feels supported, but there is so much more to the world, why limit yourself to dungeons? There are stories to tell, movie-like experiences to have, and worlds to explore and conquer. Since the game has rules for everything, the focus of the game changes (not for the worse, mind you), and a lot more becomes 'adventure material.' The strength of these games are their flexibility, along with retaining a focus on dungeon adventures.

Now take a 100% generic game, such as Gurps, Hero System, SBRPG, or other games. Dungeon crawling is even less supported, and the activity can even feel strange in them. They still have rules, but the focus of these games is so wide, dungeon crawling is only 1% of the things you can do. These games are better for simulating anything, TV, movies, books, or your own creations. You can simulate dungeon crawling, but with so much other stuff, why limit yourself? The strength of these games is in their adaptability to any concept or idea.

Monopoly is focused on deals and real estate trading. Chess is grid-based strategy. The OGL fantasy games are focused on dungeon crawls. Pathfinder and 3.5 have a broader focus, more along the lines of 'adventure fantasy.' RPGs are very flexible; but understanding a game's focus lets you play it in a more focused manner and experience the game fully. In the end, you play what you love; but in analyzing designs, understanding a game's focus is a key concept.

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