I ran the Iron Coral from Into the Odd: Remastered today. It was fun! At the end of the session, I asked for feedback. The main points of concern were as follows:
- The characters were too unrelated to tie them together effectively, and no real attempt was made at doing so.
- Aside from ‘get treasure’, the characters didn’t have a meaningful motivation that the players were excited about.
- The dungeon didn’t have enough opportunities for social interaction between characters or NPCs.
The dungeon itself is great, don’t get me wrong. But, when I cut out some combat and the players still felt like there was too much negative interaction, it makes me think. I normally am very adverse to combat, but I tried to make a point out of running the Iron Coral by-the-book. I rolled random encounters, I didn’t tamper with any room descriptions.
After the session was done, I thought that the problem was a similar problem I’ve seen in OSR—that choosing not to interact with something is often the best choice, and that only bad can come from doing so most of the time. It’d be different if the game was intentionally doomed, like Trophy or something, but you’re supposed to be smart and outthink the GM in OSR. You’re supposed to try to win.
What I’ve now come upon is that it’s not just the OSR. Sure, that problem exists and is relevant, but beyond that, I moreso think that the fact that combat exists and will occur makes the problem expounded all on its own.
The Problem With Dungeons Is Its Structure
When I first got into FKR and minimalist games, I thought I was stripping away the rules to encourage more roleplay and interesting situations. But, I don’t think that rules are necessarily antithetical to roleplay anymore. I’ve had a Play-By-Post game going for over 3 years now. My favorite moments of the game were times when the rules didn’t apply, and that’s what originally led me to my conclusion. However, there was something else that also bound those moments together I hadn’t drawn anything from. Each of those times were nonviolent. Two PCs developing crushes on each other. The PCs falling asleep on each other after a long day and night of no sleep. In addition, those times were unsolicited and without structure.
I don’t think rules are the problem, it’s when they provide a structure that they begin to be a problem.
Structure, in this case, is when the method of play changes into something more rigid.
Commonly, this is combat. Even without rules, this structure exists, since the goal shifts from whatever the PCs wanted to do and instead “fight for survival and defeat the enemy,” which is inherently limiting. It can really be any conflict, as long as the PCs are forced to set everything aside to tackle one goal. This won’t mean that my games in the future won’t feature conflict. It just won’t be my favorite part.
This is a very longwinded way of saying that dungeons are extremely structured. They force players to act more rigidly in every sense of the word. You have to act in dungeon turns, you have to set a goal of what you’re looking for, you have to go into combat, you have to act carefully, etc. This structure can be very nice for a lot of GMs and players. However, it is no longer novel to me, nor what I truly intend for my roleplay to be, anymore.
Very interested in hearing what you all have to say about this. See you around!