Summary of "We Don’t Play Dungeons Like They Used To"

Short summary

History and context

What a “stretch” (10-minute dungeon turn) does

Concrete mechanics and design dials

Wandering-monster / event dials (three knobs)

Example uses:

Start / stop tracking:

When to use stretches:

Player activities (one activity per stretch)

Ask each player “what are you doing for this 10 minutes?” — they pick one activity, mark it, and resolve it at the end of the stretch.

Typical activity list:

Implementation: mark activity boxes on a tracking sheet, resolve checks and tasks, then roll for wandering monsters/random events at the end of the stretch.

Search and skill resolution

Combat flow improvements

When to use dungeon turns (practical guidance)

Design / DMing tips and benefits

Quick step-by-step to run a stretch

  1. Declare the crawl has started (torch lit / entry).
  2. Ask each player what they do for the next 10 minutes (pick an activity).
  3. Mark activities on a tracking sheet (one box per stretch).
  4. Resolve actions (checks, tasks, progress).
  5. At end of stretch, roll wandering monsters/random event table and resolve.
  6. Repeat.

Examples of non-standard uses

Practical caveats

Where to get more material

Gamers and sources featured / mentioned

Category ?

Gaming


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