There is nothing inherently wrong with random, jumbled-up dungeons that make little sense. How the hobby came to a contrary conclusion is beyond me. A good dungeon has a certain sense of dreamlike irrationality. That's what gives it the inherent danger, the mystique, the edge it has. A descent into a dungeon should involve the PCs symbolically plunging into the collective unconsciousness of the world, a place where nightmares take life and wonders are beheld. I find it unseemly to try to impose a draconian sense of purpose or ecology on such phantasmagorical wonderlands. Sometimes it's okay that the ki-rin in room 23 lives in relative peace with the succubi in room 24.
--Me, on EN World. I thought this paragraph was totally awesome.
Crapland is a game. (SPEED-RUN) Session twoo.
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召喚 by 妖女 · 天火見
✿.。.- ☆-. during this actual play I listened to the album .-.☆-.-。.✿
(catch up on the previous session here)
1.
Shark-8 caries Tela under ...
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