Monday, February 12, 2018

Terminology: living dungeons

Living dungeons, also known as mythic underworlds, are an explanation for dungeons. While many dungeons operate on the conceit that they have an explanation and ecology based on real world science (or some such), living dungeons are entirely fantastical entities that do not require a mundane origin or a functional ecology.

Put simplest, living dungeons operate exactly like dungeons do in dungeon management games. Not counting sequels, the notable dungeon management games are Dungeon Keeper, Dungeons, Impire, Overlord, and War for the Overworld. Overlord is a tangential example as while the overlord operates out of a "dark tower" with a "tower heart," the gameplay does not include dungeon construction. The sequels to Dungeons combine Dungeon Keeper and Overlord: gameplay includes both dungeon management and leading minions on the overworld.

I prefer the concept of living dungeons and mythic underworlds to the more mundane dungeons like the tower of the mad wizard or the goblin-infested mines of Moria. Mostly because it makes it easier on a GM if dungeons spring up out of the woodwork rather than having to worry about having logical ecologies or devising a convoluted backstory where a random big bad evil guy is managing a dungeon that the player characters must clear. At some point it becomes unbelievable that there are all these dungeons lying around with wholly mundane explanations, unless the characters are professional dungeon crawlers who travel vast distances between "dungeons" like the player character of The Elder Scrolls or Legend of Zelda games.

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