I've been thinking lately about character motivation, with particular regard to "dungeons" - these often underground locations of risk and reward.
The dungeon is an awfully artificial concept (but hey, maybe all concepts are artificial), and from what I can tell it's pretty much unique to fantasy RPGs. There's a lot of reasons a character might want to walk into a perfectly dangerous dungeon, but on the other hand, sometimes your character concept just doesn't seem to allow for dungeon delving at all. A wilderness explorer type, for example, might have no reason to go into a cave or a ruined fort or any other sinkhole of evil.
Whenever I come up with such a character concept, I pause. "Damn," I think. "What am I going to do for dungeons with this character?" And often times, if I can't think of a reason for dungeon-delving, that character idea gets scrapped.
Dungeons are where it's at in these games, I think. I've tried "surface" characters, but I can only do so much roving around before getting bored. Because TES games draw so much from the fantasy RPG tradition, their landscapes will always be peppered with dungeons, and a lot of the game seems designed to get you to explore these places.
So I'd like to hear how other roleplayers approach this question. Why do your characters dungeon-delve, and if they don't, what do they do? Do you find the "surface game" of TES just as engaging as the underground?