45 minutes ago · 5 min read1080 words · Writing · hide · 0 comments

Sea Planes by Jack T. Cole. As I play through Arden Vul, I find myself confirming some of my premises on why I disliked most dungeons I've ever read. Put simply, I don't like a funhouse approach; an interesting dungeon to me is one where you have to put together what happened there, what this was, and learn about it to advance - along with actually playing the challenges and having cool fights of course. I've seen people refer to this as "archaeological dungeons", which have strata of history layered on top and which imply a wider world. Cool beans! Something else I like is when the characters have a distinct place in the world which comes with its own duties, assumptions, and worldviews; a big part of my enjoyment of Pendragon is that you only have player-knights and you need to figure out what that means for yourself, as well as deal with the deep limitations of your role (knights can't simply accept a peasant's bed for the night!). Both of these things are contrasted with the fact…

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