Dungeon Room Appendix: (Mega)Dungeon Hooks for the Rules-lite Crawl
There are many reasons why people enjoy dungeon crawls. In brief, it is an activity that's well structured, viscerally satisfying, mechanically tight, comparatively easy to prepare, and frequently evocative--and as a core element of roleplaying games from the beginning, it enjoys the benefit of decades of refinement. Even so, the draw to dungeon crawling varies strongly across groups and playstyles, and among popular rules-lite systems it's not so clear why players would turn to this activity. To be sure, in the abstract it is not too hard of a sell to send a group of players into a dungeon temporarily--at least from time to time. The problem comes to the forefront, however, when the dungeons get big . (And you know I like big dungeons .) Big dungeons come with at least one of the following expectations: You should explore this space. The idea that your path will not be a straight line in and out. You should come back to this space. The objective here cannot be achieved in...