Dungeon Crawls Are the Worst Type of Adventure

Dungeon crawls can be divisive among tabletop roleplaying game (TTRPG) enthusiasts. While some players enjoy them, others find them less appealing. Here are five possible reasons why some people might consider dungeon crawls the worst type of TTRPG adventures.

Dungeon crawls have long been a staple of tabletop roleplaying games (TTRPGs). I'm currently running Abomination Vaults for a group and for Pathfinder 2E it IS the dungeon crawl. Ten levels of dungeon. Now, the classic image of adventurers delving into dark, monster-infested caverns in search of treasure is iconic. However, not everyone finds these adventures appealing. In fact, for some players, dungeon crawls can be the least enjoyable type of TTRPG adventure. Here’s why:

Repetitive Gameplay

  • Repetitive Gameplay: Dungeon crawls often involve repetitive cycles of fighting monsters, searching for treasure, and solving traps or puzzles. This can become monotonous for players who prefer more varied and dynamic experiences.

One of the most common criticisms of dungeon crawls is the repetitive nature of the gameplay. Typically, a dungeon crawl involves a cycle of entering a room, fighting monsters, searching for treasure, and solving traps or puzzles. While this formula can be exciting at first, it can quickly become monotonous. "Oh hey, look, another room of monsters..... yaaayyyyy."

Imagine spending several hours of a gaming session moving from one nearly identical room to another, each time encountering a similar group of monsters. The lack of variety in these encounters can make the game feel like it’s on a loop. For players who crave variety and dynamic scenarios, this repetitive structure can be a major turn-off.

I know what you're thinking, there are some people out there that live for this type of dungeon. Yes, I know, and there are people out there that love licorice. (Author's note, I love licorice.) And that's fine and all, but the repetition can get old. Especially if it feels a bit "samey" as you run through it. And for many players this might disengage them from the session. It's when players may grab their phone and start perusing Reddit, rather than watching to see what they're companions will do as they've seen it happen multiple times already.

Limited Roleplaying Opportunities

  • Limited Roleplaying Opportunities: Dungeon crawls tend to focus heavily on combat and exploration mechanics, potentially sidelining opportunities for rich roleplaying, character development, and story-driven interactions. This can frustrate players who value narrative depth and character interaction.

Dungeon crawls are often heavily focused on combat and exploration mechanics, which can come at the expense of roleplaying opportunities. In a typical dungeon crawl, there’s less emphasis on character interaction, story development, and moral dilemmas. This can be frustrating for players who thrive on the narrative aspects of TTRPGs.

For example, a dungeon crawl might involve characters solving a series of mechanical puzzles to advance, with little room for character backstories or personal growth. Conversations with NPCs might be limited to basic exchanges about traps or enemy weaknesses, leaving little space for meaningful dialogue or character-driven storytelling. And yes, this does come down to how the GM leads the campaign. But what can happen, even when the GM has the best intentions, is that the roleplaying interactions end up less enthusiastic than those outside the dungeon.

Jumping back to my Abomination Vaults game, there have been multiple instances of roleplay that happened in the town of Otari. But those instances felt very surface level. In the end the group always knew they were heading back to the Vaults to kill more things. The adventure never took them to new locations. And with new locations comes new roleplaying opportunities.

Linear Structure

  • Linear Structure: Many dungeon crawls follow a linear progression, where players move from room to room in a set order. This can limit player agency and creativity, making the game feel more like a series of predefined challenges rather than an open-ended adventure.

Many dungeon crawls are designed with a linear structure, where players move through a predefined series of rooms or areas. This linearity can limit player agency and creativity, making the game feel more like a series of predefined challenges rather than an open-ended adventure.

Consider a dungeon where the path is clearly marked, and every room must be cleared in a specific order. Players might feel like their choices don’t matter, as the adventure pushes them down a set path with little room for deviation. For those who enjoy sandbox-style games with open-ended exploration and multiple solutions to problems, this linearity can be disappointing.

There can be some fixes to this. A dungeon with multiple entrances allows for more choices the players have to make. Having your dungeon loop around with a variety of places to visit from a single hallway means that the adventurers can drive the narrative. The GM has to prepare for this. Abomination Vaults does do a good job regarding player agency. There are multiple entrances to each floor and multiple exits. And the floors themselves loop around allowing the player to choose who and what they encounter first.

Overemphasis on Combat

  • Overemphasis on Combat: Dungeon crawls often emphasize combat encounters, which may not appeal to all players. Those who prefer problem-solving, diplomacy, or non-combat-oriented gameplay might find dungeon crawls less engaging and more restrictive.

Dungeon crawls often emphasize combat encounters, which may not appeal to all players. While tactical combat can be thrilling, it’s not everyone’s cup of tea. Some players prefer problem-solving, diplomacy, or non-combat-oriented gameplay, and dungeon crawls can feel restrictive to them.

In a dungeon crawl, players might find themselves in combat after combat, with little opportunity to use their characters’ other skills or abilities. This focus on fighting can overshadow other aspects of the game, such as negotiation, stealth, or creative problem-solving. For players who prefer a more balanced approach to adventuring, this can make dungeon crawls feel one-dimensional.

Now players who are aware they are joining a dungeon crawl will create a character specific for the dungeon. But even then, there will be skills that are not used as often. And if the focus is always on combat, there are other games outside the TTRPG sphere available that can probably give you the same satisfaction. In the end though, communication with your players making them aware of the style of TTRPG is important.

Resource Management Stress

  • Resource Management Stress: Dungeon crawls frequently require meticulous resource management, such as tracking health, spells, and supplies. This can be stressful for players who prefer a more relaxed gaming experience or who find the bookkeeping aspects of TTRPGs less enjoyable.

Dungeon crawls frequently require meticulous resource management, such as tracking health, spells, and supplies. While some players enjoy the challenge of managing resources carefully, others find it stressful and tedious.

Imagine a long dungeon where every spell slot, healing potion, and piece of rations must be accounted for. Players might spend as much time tracking their inventory as they do exploring the dungeon. For those who prefer a more relaxed gaming experience or who find the bookkeeping aspects of TTRPGs less enjoyable, this constant resource management can be a major downside.

Despite these criticisms, it's important to note that dungeon crawls can be immensely enjoyable for players who appreciate tactical combat, strategic planning, and the thrill of discovery. The key to a successful TTRPG experience is aligning the adventure style with the preferences of the players.

Conclusion

While dungeon crawls can be immensely enjoyable for players who appreciate tactical combat, strategic planning, and the thrill of discovery, they aren’t for everyone. The repetitive gameplay, limited roleplaying opportunities, linear structure, overemphasis on combat, and resource management stress can make them less appealing to certain players. As always, the key to a successful TTRPG experience is aligning the adventure style with the preferences of the players. By understanding the potential drawbacks of dungeon crawls, game masters can better tailor their campaigns to ensure everyone at the table has a great time.

Terry Dana Jachimiak II
Author
Terry Dana Jachimiak II
Co-Founder of Role for Perception