Conviction

So, my housemate, Orrin, played through the demo of Rich Dansky‘s Tom Clancy‘s Splinter Cell: Conviction. For the moment, her observations hold more water than mine, but just watching her, I could see the writing on the wall. For her, it was all stuff like “INFILTRATE THE MANSION,” but for me, it was “POST MORE Read More …

Dangerous Archaeology, Part 2: Levels & Layers

My previous post on dangerous archaeology explored environmental narrative in the context of the dungeon, but only detailed one area: the recent past. Today, I’d like to build on that, and discuss how multiple layers of time interact in the dungeon. Layers of time are key both to archaeological aspect of dungeon delving, and to Read More …

Dangerous Archaeology

I often refer to Dungeons & Dragons as a game of dangerous archaeology. In their classic tomb-robbing mode, the party enters an underworld with its own history, meaning, and ecology.* The process of exploring a dungeon is much like the process of excavating a tomb… except eighty times faster and with more blood and looting. Read More …