There is nothing inherently wrong with random, jumbled-up dungeons that make little sense. How the hobby came to a contrary conclusion is beyond me. A good dungeon has a certain sense of dreamlike irrationality. That's what gives it the inherent danger, the mystique, the edge it has. A descent into a dungeon should involve the PCs symbolically plunging into the collective unconsciousness of the world, a place where nightmares take life and wonders are beheld. I find it unseemly to try to impose a draconian sense of purpose or ecology on such phantasmagorical wonderlands. Sometimes it's okay that the ki-rin in room 23 lives in relative peace with the succubi in room 24.
--Me, on EN World. I thought this paragraph was totally awesome.
Intelligence In The Land of Player Skill
-
Gamers often discuss the idea of "player skill" vs "character skill" in
games. That is: my wizard can speak Elvish--that's character skill--but my
wizard...
No comments:
Post a Comment