10-22-2019, 02:16 PM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: dungeon fantasy evolution
Yes, but that's what makes it an interesting challenge.
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10-22-2019, 02:54 PM | #22 | ||
Join Date: Sep 2008
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Re: dungeon fantasy evolution
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10-22-2019, 08:41 PM | #23 | |
Join Date: Jun 2013
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Re: dungeon fantasy evolution
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GURPS Overhaul |
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10-23-2019, 11:34 AM | #24 |
Join Date: Sep 2018
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Re: dungeon fantasy evolution
I could see peddler wagons camping out around a town that's near where a dungeon has recently been unearthed. Maybe if a lot of money comes out of that dungeon merchants would upgrade or even come together to build a nicer marketplace in town. I don't think you could realistically base a long-term economy on something like a dungeon. No merchant would know if the next group of adventurers will pull the last copper coins out of that hole, or if a cooler dungeon will be discovered and it could be months before the next adventurer arrives. Maybe one of those adventures will take their hoard and buy a nice house outside of town and become a long-term boon to business, but you could never count on that..
Adventuring would be a great way to bolster the business of a town temporarilly, keep the Inn full, keep bards moving through, bring in exotic traders. Just the buzz of the newly discovered dungeon, without any adventurers, puts a town on the map. |
10-23-2019, 11:31 PM | #25 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: dungeon fantasy evolution
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10-24-2019, 06:44 AM | #26 | |
Join Date: Aug 2004
Location: traveller
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Re: dungeon fantasy evolution
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The "dungeon town" model is really more suited for CRPG-style dungeons that continuously respawn monsters and loot. I understand the appeal; I've even seen almost reasonable backstories for why such a thing would exist (cf. the DanMachi franchise). It's not for me, though -- too much perpetual motion machine. (I have problems with the growth rate of the xenomorphs in Alien(s), if I stop to think about it.) |
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