Asking for a friend: Does Everything have to be a Point Crawl?
I put out this post that contain this statement:
“PS – While we are at it, we should probably acknowledge that every adventure format in TTRPGs/D&D is a point crawl. Dungeons are a point crawl if you consider the connective passages to also be ‘nodes’ in the point crawl. Hex Crawls are point crawls where every node has 6 exits that lead to another node (if you exclude any terminal edge hexes). So … everything is a ‘dungeon’ when navigation choice is (and/or encounters are) quantized.”
Or, perhaps to invert it … the classic D&D ‘dungeon’ was so very successful because it quantized (i.e. things into discrete packets, pixels, no continuums) the physical gaming world, making the game more manageable for the GM. That is, location nodes with encounters are connected together by ‘corridors’ which are just connecting nodes. Perhaps random encounters are so loved because they break up the quantization?

That successful quantized format of a classic D&D ‘dungeon’ was imposed on all D&D type adventure formats. Overland adventures were quantized into hexes containing encounters (AKA a Hex Crawl), and where each of these nodes have 6 exits leading to adjacent nodes. Again, this was done to make overland exploration quantized and so GM manageable.
To me now, it seems somewhat ironic that the ‘point crawl’ format (as I believe was first proposed/popularized in Hill Cantons Blog) was seen as a novel format, whereas it really just distils down what a ‘dungeon’ always was. No shade being cast here, seeing to the core of something should be valued above all.
So, perhaps a point crawl is just a minimalist dungeon where the connective tissue has been removed, so perhaps “everything is a dungeon” is the correct manta, because the dungeon came first?!

So why all the chiffchaff above?
My original post mentioned above, just made me wonder –
if you threw away the hex grid for overland exploration and did not formally assign encounters into fixed pixel-type hexes, would an overland adventure cease to be a point crawl (AKA a ‘dungeon’)?
if you threw away the 5′ square grid and keyed fixed location encounters in a dungeon would it cease to be a ‘dungeon’?
That is, is it possible to de-quantize D&D type adventures (de-point crawl them) and still have a viable adventure format that a GM could run?
My guess is no, otherwise it would have already been successfully done – right?
Even so, I must confess, I really like the idea of a de-quantized D&D.
… so how could you do it?
Problem: If you throw away the grid, hex and keyed encounters, then what’s the glue that keeps the thing together?
Problem: Many classic and modern adventures have a hook, some nice unique selling point, the thing the players came to do with their PCs (or rather the thing that interested the DM in the first place). If you remove fixed keyed encounters, how do you write an adventure that will suck the players in?
I suspect (if it can be done) in TTRPGs you’d need a paradigm shift in how you play these D&D type games. Perhaps playing wholly procedural adventures (I’m assuming we are not interested in an A I managed/GM’ed world right?).
Perhaps you might need quantum ogres, or perhaps better, Heisenberg’s Hobgoblins where the hobgoblins exists in every location in the dungeon at once, that is until you ‘collapse the wave function‘ and the hobgoblin is located by the PCs …
Or, in a overland adventure, as you approach the dragon’s lair on the un-hexed map, the probability of encountering the dragon increases. But, there is a chance that the hill giants from across the valley are also passing through, or both. Or, does the GM need to start tracking the potential encounters as soon as the PCs get within a few hexes (cough cough) I mean a few kilometers of their respective lairs. We can go metric at the same time amiright?
So far, none of this sounds fun. Well, a tiny bit fun.
I suspect I’m so deep inside the ‘Point Crawl / Dungeon’ format well that I cannot think of a (good) way to break free of it.
Anyone out there thought about this already?
Can it be done?
Is this even worth pursuing? It ain’t broke …
Did I waste words on the obvious?
EDIT – Depth crawls (as brought up by Evlyn Moreau on BlueSky) are interesting because each instance (each node) is often stand alone, so not linked to the other previously generated nodes. Is it really a point crawl is nothing is permanently connected?
EDIT 2 – My head hurts, and I perhaps open Pandora’s Box with this one. ANT theory was raised a few time on Reddit (Note to self: add to reading list). Anyway, I think Ktrey of the d4 clatrops Blog fame showed this to me from page 12 of Keep of the Borderlands (when D&D was still quite young):

To me, this text seems to approach what might be considered to be ‘Heisenberg’s Hobgoblin‘ where the monsters are not just fixed at their source location, but can exist anywhere near it, with a probability that decreases as you move away from the source location. I agree with Ktrey that his is a neat idea, but one seemingly abandoned long ago. Maybe it’s due a comeback!
#PodcastTaughtMeWhat #pointcrawl #EverthingisaPointCrawl #EverthingisaDungeon




















