History Main / DungeonCrawling

5th Apr '17 9:17:54 PM nombretomado
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* Parodied in ''PlanescapeTorment'' with the Rubikon Dungeon Construct. The Modrons, beings of pure Law, are trying to study dungeon crawls in order to understand them, so they create a simulated dungeon with randomly generated rooms, filled with identical constructs that drop "loot" which looks valuable but is entirely worthless, even as VendorTrash. Somewhere in the dungeon is the Evil Wizard Construct, who is a CardCarryingVillain that you have to fight because that's what evil wizards are for.

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* Parodied in ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' with the Rubikon Dungeon Construct. The Modrons, beings of pure Law, are trying to study dungeon crawls in order to understand them, so they create a simulated dungeon with randomly generated rooms, filled with identical constructs that drop "loot" which looks valuable but is entirely worthless, even as VendorTrash. Somewhere in the dungeon is the Evil Wizard Construct, who is a CardCarryingVillain that you have to fight because that's what evil wizards are for.
28th Mar '17 10:01:05 AM WillyFourEyes
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* The ''Dungeon Maker'' trilogy, including ''VideoGame/DungeonMakerIITheHiddenWar'', and ''Adventures to Go!''.

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* The ''Dungeon Maker'' trilogy, including ''VideoGame/DungeonMakerIITheHiddenWar'', and ''Adventures to Go!''.''VideoGame/AdventuresToGo!''.
26th Mar '17 4:41:50 PM WaxingName
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With the increasing trend towards WideOpenSandbox-type game designs, the term "Dungeon Crawl" has taken on a certain derogatory connotation when used to describe a game. It is usually synonymous with TheMaze, which not only represents the opposing [[SlidingScaleOfLinearityVsOpenness linear]] game design tradition, but also implies developer laziness. The ease with which a dungeon generally forces players to follow [[OneTrueSequence one path]] through a game and [[FakeLongevity keep them tied up for a long time in a small space]], all without having to [[InsurmountableWaistHeightFence resort to illogical barriers]], is all too easy for developers, and annoying to players. Dungeons, after all, are reasonably expected to be fully enclosed structures whose walls are well reinforced -- often by the very earth itself, if located underground, as they often are -- making a single, static path through them more or less "justified". Dungeon Crawls often cheaply limit options for traversing them using a spaghetti strand of enclosed corridors, keys and doors, and other barriers requiring unique items to surmount them -- all of which are less realistically implemented in a wide-open setting.
1st Mar '17 12:56:51 PM lordfan
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* A common setting for every other story arc in ''Literature/DesolateEra''. The hero travels through them to gain experience, insight, and of course, treasure.
20th Feb '17 2:06:23 PM MyFinalEdits
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* The four get to go on one of these (and manage to avoid another) in ''Fanfic/TheKeysStandAlone: The Soft World''. They comment on the illogic of the setting; [[ActualPacifist they kill nothing]]; and they're thoroughly bored with the experience by the time they've looted everything. And they're not real happy when their hours of tedious trudging results in only around 9,000 Swords worth of treasure, when they were hoping for five or six times that amount.
** They avoid a second dungeon crawl when they arrive at Boidan Mine just after another group of adventurers has already sacked the place but hasn't left yet.

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* The four get to go on one of these (and manage to avoid another) in ''Fanfic/TheKeysStandAlone: The Soft World''. They comment on the illogic of the setting; [[ActualPacifist they kill nothing]]; and they're thoroughly bored with the experience by the time they've looted everything. And they're not real happy when their hours of tedious trudging results in only around 9,000 Swords worth of treasure, when they were hoping for five or six times that amount.
**
amount. They avoid a second dungeon crawl when they arrive at Boidan Mine just after another group of adventurers has already sacked the place but hasn't left yet.
20th Feb '17 2:15:05 AM jormis29
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* The old TSR board game ''TabletopGame/{{Dungeon}}'', which literally is "wander through the wizard's dungeon picking up treasure."

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* The old TSR Creator/{{TSR}} board game ''TabletopGame/{{Dungeon}}'', which literally is "wander through the wizard's dungeon picking up treasure."



* ''TabletopGame/WarhammerFantasyRoleplay'' allows for this style of play (alongside many others), and has had many dungeon-based adventures published for its three editions over its thirty-odd year existence. The original Warhammer wargame can be used to stage underground battles between adventurers and monsters too, and this was very much a popular use for it in its early days.
* ''TabletopGame/HeroQuest'' was a simple dungeon crawler boardgame, produced jointly by Creator/GamesWorkshop and MB Games in the late 80s, set in the ''TabletopGame/{{Warhammer}}'' world. A more complex and in-depth version with some RPG elements called Advanced Heroquest was produced by Games Workshop alone. Sci-fi versions set on giant derelict spacecraft - Space Crusade and Advanced Space Crusade - followed the same pattern.



* Warhammer Quest was a dungeon crawl themed board/tabletop game with RPG elements, also set in the ''Warhammer'' world.



* ''MageKnight'' had a variant called Dungeons which pitted teams of heroes against each other as well as against the monsters and traps.

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* ''MageKnight'' ''TabletopGame/MageKnight'' had a variant called Dungeons which pitted teams of heroes against each other as well as against the monsters and traps.


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* ''TabletopGame/WarhammerFantasyRoleplay'' allows for this style of play (alongside many others), and has had many dungeon-based adventures published for its three editions over its thirty-odd year existence. The original ''TabletopGame/{{Warhammer}}'' wargame can be used to stage underground battles between adventurers and monsters too, and this was very much a popular use for it in its early days.
* ''TabletopGame/HeroQuest'' was a simple dungeon crawler boardgame, produced jointly by Creator/GamesWorkshop and MB Games in the late 80s iwth the successor ''Warhammer Quest'', set in the ''TabletopGame/{{Warhammer}}'' world. A more complex and in-depth version with some RPG elements called Advanced Heroquest was produced by Games Workshop alone. Sci-fi versions set on giant derelict spacecraft - Space Crusade and Advanced Space Crusade - followed the same pattern.
18th Jan '17 2:54:23 PM MiddleEighth
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**They avoid a second dungeon crawl when they arrive at Boidan Mine just after another group of adventurers has already sacked the place but hasn't left yet.
18th Jan '17 6:03:14 AM Morgenthaler
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* The ''TabletopGame/ArkhamHorror'' spinoff ''TabletopGame/MansionsOfMadness'' is this genre as applied to the CthulhuMythos, with areas such as churches, university buildings, estate grounds, and the eponymous mansions serving as the dungeon.

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* The ''TabletopGame/ArkhamHorror'' spinoff ''TabletopGame/MansionsOfMadness'' is this genre as applied to the CthulhuMythos, Franchise/CthulhuMythos, with areas such as churches, university buildings, estate grounds, and the eponymous mansions serving as the dungeon.
14th Jan '17 7:52:23 PM MiddleEighth
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*The four get to go on one of these (and manage to avoid another) in ''Fanfic/TheKeysStandAlone: The Soft World''. They comment on the illogic of the setting; [[ActualPacifist they kill nothing]]; and they're thoroughly bored with the experience by the time they've looted everything. And they're not real happy when their hours of tedious trudging results in only around 9,000 Swords worth of treasure, when they were hoping for five or six times that amount.
24th Dec '16 12:54:24 PM Theriocephalus
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** End cities shaped like branching structures holding upside-down ziggurats appear in the End. They don't have many monsters besides endermen and camouflaged shulkers, but their chests hold valuable iron, diamond and enchanted equipment, and rare elytrae which allow you to glide are found only here.

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** End cities shaped like branching structures holding upside-down ziggurats appear in the End. They don't have many monsters besides endermen and camouflaged shulkers, but their chests hold valuable iron, diamond diamonds and enchanted equipment, and rare elytrae which allow you to glide are found only here.



** There are also desert ad jungle temples clearable earlier in the game, with some treasure and useful building materials behind some simple traps.

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** There are also desert ad and jungle temples clearable earlier in the game, with some treasure and useful building materials behind some simple traps.
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