I've been having trouble trying to come up with an answer for these RPG questions I had for a while. What makes a dungeon a dungeon? Is it the fact that it's a space filled with monsters and old treasures, or is it just the fact that it's a setting filled with adversity and rewards? Is there a certain goal all dungeons should try to achieve? How do dungeons come to be? What's their purpose?
>>54384646
Thanks for reminding me to catch up on Young Bride's Tale.
I think every dungeon should serve a purpose.
>keep you or something else out
>keep you or something else in
>forbidden experiments lab
>portal to Dimension X
>>54384646
Dungeons, in their most honest form, are areas filled with monsters to kill, hazards to overcome, and shit to loot. That's it. Giving them a realistic or plot-important reason for existing either requires you to stray away from the platonic ideal or for you to jam in a hackneyed MMO-tier justification.
>>54384646
I'm having trouble coming up with a definition. The best I can come up with is "an enclosed area filled with challenges and/or enemies, plus an end goal".
I consider many things "dungeons". Galleons and castles for example. Few of them are actually underground or are ancient.
For these, I usually use the excuse that the former empire shitted itself when they found out about dragons and built a lot of underground vaults which mostly negated the advantages and huge flying creatures.
>>54384646
>tfw no Otoyomegatari campaign
I never realized how much it hurts until just now