Dungeon Design Note: Obstacles Support Exploration

Less Combat ... More Obstacles I’ve been talking about dungeon crawling as a play style here for years, and I’m not alone among RPG bloggers to do so. Most of the points All Dead Generations focuses on, such as the importance of turnkeeping, supply mechanics, random encounters, navigating dungeons, and threats to characters that don’t involve hp loss, are fairly well understood in the Post-OSR…