In another thread concerning artwork, something interesting was brought up: that the focus on dungeons in D&D has changed over the years (from OD&D/AD&D to 2E, and now to 3E). It seems to me the amount of time the typical player spends underground has been reduced (maybe 20% top side and 80% down below with 1E; to one of about 60% top side 40% below with 3E). It was suggested that the artwork of these different editions reflects this switch in focus.
If such a shift truely did occure, why? If you read the modules from the 70s and early 80s and compare them with those written today, seem to be a difference...not just in length of story, but in actual adventuring going on in city and even micro-lairs. So whats the deal with the shift? Did 1E's dungeon crawl focus just get boring and too linear (as in this room is connected by a hall to that room) for todays crowd saturated with computer games that encourage you to go anyware, or is it more fundamental (a purposeful shift toward something new)? Or maybe 1E and 3E are so different now they aren't really even comparable (with other games more similar to each)?
If such a shift truely did occure, why? If you read the modules from the 70s and early 80s and compare them with those written today, seem to be a difference...not just in length of story, but in actual adventuring going on in city and even micro-lairs. So whats the deal with the shift? Did 1E's dungeon crawl focus just get boring and too linear (as in this room is connected by a hall to that room) for todays crowd saturated with computer games that encourage you to go anyware, or is it more fundamental (a purposeful shift toward something new)? Or maybe 1E and 3E are so different now they aren't really even comparable (with other games more similar to each)?
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