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On the subject of dungeon "purpose", I recently came across this 2012 OSR campaign concept called HMS Apollyon. It's a megadungeon where the "dungeon" is a derelict ocean liner, The original author played it as a fairly straight dungeon crawl, with a community of survivors in the starting town sending players into the hulk to scavenge supplies, make contact with friendly groups, and clear sections of the ship for habitation. There's also a smattering of environmental storytelling as to how the ship was lost. In this mode there are some nice ideas around "treasure" being things like canned food, emergency generators, powerlines that can be tapped, and so on, but it's a fairly straight dungeon crawl with some interesting re-skinning. The reason I like this setting so much is that if the party are a salvage crew of some kind, we have a perfect justification for the old dungeon-crawling canard of "the environment is treasure and the players will try to steal everything nailed down, and then sell the nails". It would make perfect sense for salvagers to take apart valuable furniture and machinery and try to bring it out with them. A salvage scenario is the one case where it is entirely logical to value the environment in terms of the materials used to make it, and to gauge success by how much treasure you cart out at the end. A derelict ship is also a great place to play around with dungeon ecology if your tastes run that way.
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# ¿ Feb 9, 2021 14:46 |
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# ¿ May 13, 2024 09:27 |