All Dead Generations is first an effort to understand how and why classic (pre-1990 or so) fantasy table top roleplaying games were enjoyable and what the classic style of play requires. This page attempts to collect and arrange the blog's posting on theory issues related to a common aspect of those games - the Dungeon Crawl.
Introduction - What is a Dungeon Crawl
Exploration Play
The Risk Economy - Part 0, Exploration and Orienteering
The Risk Economy - Part 1, Time
The Risk Economy - Part 2, Supply
The Risk Economy - Part 3, Threat
NOTES:
A series of musings on aspects of or topics ancillary to the main argument:
On Illusionism
On Encumbrance, Experience and Treasure
On Trust
REVIEW:
Attempts to illustrate ideas and facilitate discussion of the Dungeon Crawl by taking a close look at various contemporary products.
Descent into Avernus - From a Dungeon Crawl Perspective
Descent into Avernus - Dungeon Keying
Dragon of Icespire Peak - Point Crawls, Cliche and Introductory Adventures
The Classic Dungeon Crawl
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Old Games
Let’s talk about old tabletop roleplaying games - specifically the kind of games played in the 1980’s and recently depicted in the nostalgia...
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Back in the aughts and the 2010’s, a decade ago now, there was a movement in older RPGs that I was part of - the “ Old School Renaissance ” ...
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C rawling Down From 19 7 4 “Dungeon crawl” has entered the popular lexicon as a description of any sort of adventure in an underground or ru...
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A REGRETTABLE WASTE OF OPPORTUNITIES Icespire GM's Screen - that almost makes up for sparse art. This blog isn't often kin...
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