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vforvalensa
@vforvalensa

Rereading Dungeon Meshi and it's such an interesting series in how it's a deeply gamic story, but often the way it deploys game logic will be in ways that's rare to see in actual games. I think a lot about chapter 5, the one where Chilchuck really gets the spotlight for the first time.

Delicious in Dungeon Chapter 5 cover page. Depicts Chilchuck picking the lock on a chest while the other party members cheer him on from the background

It's super cool to see all the thief shit Chil needs to do to keep the party from dying badly from traps, but most games, especially multiplayer ones tend not to have elaborate digressions about trap disarmament.

page from Delicious in Dungeon Chapter 5. Depicts the party going down stairs, arriving to a large room, and Chilchuck checks the room for traps

Like sure lockpicking mini games are everywhere and some older crpgs like the early bioware games will have bits where you have to click on a bunch of traps on the ground, but any adventure game with combat where another gameplay approach, like stealth or something, isn't the main focus will tend to subordinate those systems to combat. I think a big part of that is the lineage of dungeons and dragon that established that adventuring in rpgs primarily looks like swinging swords and casting spells, but to be fair to dnd in a game with very distinct character classes like that having any one class with a complex mechanic the point is that the other players dont have the expertise to deal with (like the trap bit in dunmeshi) would make for a weird play flow.

But a manga like Dungeon Meshi doesn't really have to worry about player experience so it gets to do game things games dont get to do. It's really interesting to me and I'd be super curious to see if a game with the type of breadth of dungeon meshi could work


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in reply to @vforvalensa's post:

What ttrpg systems do you tend to play? I was also talking about this on tumblr and me and a buddy came to the conclusion that what I'm picking up on is a fiddliness that tends to get abstracted out in dnd and even blades in the dark. If you've got a game that does that I'd be interested in it

I don't know if it's a system thing or a play culture thing. I feel like it depends on the interests of the people you're playing with more than the system you're using. I do think some systems trivialize it or abstract it too much, like modern dnd.

Errant is one that I play a lot, it has rules for like exploration speed, but dealing with traps is more about a discussion between player and gm. It could be down to a dice roll, or if the players are interested it could be a full blown in character scene.

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