| The analysis here is very good, and is the sort of thing that designers should consider. We see this, at varying levels, in things like the Design and Development articles.
I, for one, found that all my players loved Forge of Fury (we didn't play Sunless Citadel). Sure, it's linear. But they didn't mind a linear adventure. I made some substantive changes to the module, but I didn't change the dungeon, and I left the vast majority of the critters alone.
Also, I find that complex dungeons, ones with mazes for instance, just plain bother most of my players. It's not that they don't like choice--Keep on the Borderlands was brilliant fun then, and it would be brilliant fun now. But, dungeon design is just a part of adventure design, I think, and anyone (mis?)reading Melan's article here might be persuaded that linear dungeons cannot be good adventures.
Dave |