Wednesday, July 15, 2026

The Culture: Yes, Dungeons Are Good, But That's Not All Of The Matter

OSRfags confess their defeat by the Bros through studious avoiding of mentioning them while using their arguments is a theme for this week.

Case in point, below:

To save you the time, a summary: "This video features a discussion between Joe, Tim Shorts, and Paul Turner about why modern Dungeons & Dragons (5e) adventures—often written like long, novel-style modules—can detract from the creative joy of being a Dungeon Master. They argue that the best adventures should be defined by a dangerous location and a reason for players to explore it, rather than a rigid, predetermined plot."

To which anyone with the sense of a syphlitic surfer slut will say "Fucking duh" but NarrativeFags Are Not People so they lack this.

What is missing is WHY GO THERE?

Braunstein answers this by making that location be somewhere that either has something your man needs to achieve his Win Condition, has something an enemy needs for theirs, or otherwise is useful to control for strategic purposes. Yes, even the smashing of a random monster lair has uses to it; it provides a location that your side can control and thus operate from in turn.

Dungeons, once they're more than That Place To Jumpstart That First Wave Of Newb Mans, are ready-made defensible locations for ambitious actors to exploit for their own ends. Overworld lairs are the same way; they are no different than the castles, temples, guildhalls, etc. we see in other locations on a campaign map.

Which also means those in the dungeon should also be using them as bases to run their own operations from.

The result is that any serious move on a dungeon or lair should result in a Braunstein session, assuming you have enough players on hand to toss around playable actors like that- and in a proper Clubhouse, you will.

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