| Post/Author/DateTime | Post |
|---|---|
| #1EmirikolAug 15, 2014 14:48:32 | Yep. I'm sick of running them. I'm sick of playing them. I'm sick of dungeon crawls.
What else do we have available for 5e? Any earlier edition recommendations that I might still be able to find that aren't the same old "the dungeon did it" cliche?
jh |
| #2ZardnaarAug 15, 2014 15:04:11 | Dingeoncrawls are basic D&D 101, I am bored of them most of the time as well and prefer more sandbox adventures like the Isle of Dread or Nights Dark Terror. Kingmaker is a modern example.
Basically it is design your own adventures atm. |
| #3silentdanteAug 15, 2014 16:51:46 | dont they sell a ton of adventures that are dungeon crawls in the digital store?
or other things like "murder at buldurs gate"
or would you consider any combat in any 30X30 room a dungeon like combat? do you feel like a forrest with clearings and the like are also dungeon type encounters in disguise?
i have played through quite a bit of the starter set adventure, the first goblin cave i do not consider a dungeon, though thats what it's called, but i suppose if you wanted ot make it huts in the tree's of the forrest and just have the combat outside not in a cave, there is no difference except the label that it is given by the designer. so a city based adventure will still have dungeon esque encounters when the players are in a multi-room manor, but they surely wont have to go underground (sewers) or other much more convential dungeon stereotypes. |
| #4pukunuiAug 15, 2014 16:40:21 | Murder in Baldur's Gate is more political intrigue than dungeon delving.
Legacy if the Crystal Shard is mostly outdoors.
3.5's Red Hand of Doom doesn't have any dungeons in it (although it does have some lairs). |
| #5TiaNadiezjaAug 15, 2014 16:50:57 | If you're tired of dungeon crawls, the best non-dungeon-crawl module I ever played (and the moment I fell in love with Mystara) is the 2e module Mark of Amber.
Me, though, I'm diving into doing dungeons with both feet. This edition is actually the first time I've ever really enjoyed running dungeon crawls. They actually work as advertised! |
| #6pukunuiAug 15, 2014 17:12:29 |
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| #7TiaNadiezjaAug 15, 2014 17:13:33 |
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| #8iserithAug 15, 2014 18:14:51 | I love dungeon crawls. Or more accurately, I love dungeon runs, because crawling's for babies.
Even more accurately, I prefere location-based adventures to plot-based adventures. What is it about dungeon adventures that are off-putting? |
| #9pukunuiAug 15, 2014 18:34:42 |
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| #10TiaNadiezjaAug 15, 2014 18:36:30 | I don't know if there is much difference between a location-based adventure and a plot-based one, other than that plot-based adventures "ratchet-scroll" - in other words, once you've moved past a given point in a plot-based adventure, you can't go back and check it out again, while a location-based adventure will let you do so.
Mark of Amber is the best plot-based adventure I've run across in published form - it involves a party of characters investigating a series of murders by day while interacting with the dreams of a dead archmage-deity at night - but it could just as easily be laid out with a flow chart that looks a lot like a dungeon map. |
| #11iserithAug 15, 2014 19:08:08 | The distinction I'm making is that in a location-based adventure, the focus is exploration of a semi-closed location with a premise. A plot-based adventure has locations within it, but exploring the plot is more the focus of the adventure. Scouring the ruins of a lost city for the MacGuffin versus a murder-mystery type adventure, for example. A plot-based adventure will also tend to assume certain things about the PCs' participation or choices. The ratchet-scrolling analogy is apt, I think. |
| #12FantasyfilmsmanAug 15, 2014 19:22:36 | I wasn't big on dungeon crawls but I'm really feeling like running all the Undermountain modules to make an epic dungeon campaign. |
| #13dmgorgonAug 15, 2014 20:10:26 | Give some of the old Ravenloft modules a try. The Created, Dark of the Moon, Night of the Walking Dead etc
I tend to enjoy investigative modules that keep the players in the dark and provide plenty of surprises and plot twists for them.
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| #14JDizzletonAug 15, 2014 20:18:10 | The Reavers of Harkenwold module that came with the 4E Essentials DM Kit was a pretty fantastic adventure. It had more of a sandbox feel compared to many of the dungeon-heavy adventure modules I've seen.
Personally I enjoy a good mix of the two in my adventures: open-world exploration with dungeon delves where appropriate. Running too much of one over the other can become boring. |
| #15Emerikol.Aug 16, 2014 5:13:27 | Now you know folks why I want you all to spell my name right. I would hate for this poor fellow unawares to show up here and get viciously attacked and not even know why :-).
As for dungeons, I like them but any campaign I run will be a mix of this and that. Any one thing is boring. Still I do like a good dungeon.
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| #16setiAug 16, 2014 5:59:11 | It is called Dungeons and Dragons.
Sure, there are plenty of adventures out there that focus on other things, like intrigue, politics, outdoor explorations, etc.
If you really don't like simple dungeon delve play, then you have to make something else up. Or play a RP-heavy and rules light freeform TTRPG like Fiasco. |
| #17alienuxAug 16, 2014 12:21:28 | I like to mix it up some, but I still love dungeon crawls. The key is to make each one unique and interesting in it's on way rather than just re-hashing the same thing with a different layout and different monsters. Each dungeon can be new and exciting with the right story and descriptive elements. |
| #18sleypyAug 16, 2014 13:59:53 | I like to do my adventures more like Fate Core. There is a plot, but it isn't defined by me in a vacuum. It is created by the entire group. There will be a dungeon crawl at some point, but were it is or how it will look is based on the needs of the story. |