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Where Has All the Magic Gone?
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<blockquote data-quote="Raven Crowking" data-source="post: 4586873" data-attributes="member: 18280"><p>Hmmmm.....possibly (1) other events in the campaign world, (2) more cultists coming from the Temple of Elemental Evil, and (3) more interesting areas to explore. Also, once the moathouse has been emptied, the agents in the Village of Hommlet would certainly move to examine what remained.......</p><p></p><p>EDIT: I should also note that, within the context of 1e at least, it wasn't intended that the DM tell the players where there were no more threats in an area, or when they had found everything/missed something. Several modules include reinforcements, for example, that arrive after the PC's initial foray(s). Players who assume that they have killed all the opposition and begin tearing the dungeon apart stone by stone may well be in for a rude awakening.</p><p></p><p>Oh, yeah, and in 1e at least you have to shell out gold for non-adventuring downtime, which means that searching stone-by-stone can bleed you dry, unless you have a very clear idea that something is hidden in some particular place. And, since most dungeons are located in the wilderness, the DM should be rolling on the Wilderness Encounter Table to see if some monsters have located the PCs worksite. Use the rules in the 1e DMG for clearing an area/establishing a domain, and good luck.......</p><p></p><p></p><p></p><p>I would argue that reading the 1e DMG could (for many people) easily counter that argument. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>EDIT: See also Melan's analysis of dungeon maps, showing the complexity/hidden areas of some earlier maps compared to the sterile "gotta hit every room"-type maps that you see in some adventures (from all eras). The real classics of almost any era allow multiple routes and the possibility of missing several areas.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4586873, member: 18280"] Hmmmm.....possibly (1) other events in the campaign world, (2) more cultists coming from the Temple of Elemental Evil, and (3) more interesting areas to explore. Also, once the moathouse has been emptied, the agents in the Village of Hommlet would certainly move to examine what remained....... EDIT: I should also note that, within the context of 1e at least, it wasn't intended that the DM tell the players where there were no more threats in an area, or when they had found everything/missed something. Several modules include reinforcements, for example, that arrive after the PC's initial foray(s). Players who assume that they have killed all the opposition and begin tearing the dungeon apart stone by stone may well be in for a rude awakening. Oh, yeah, and in 1e at least you have to shell out gold for non-adventuring downtime, which means that searching stone-by-stone can bleed you dry, unless you have a very clear idea that something is hidden in some particular place. And, since most dungeons are located in the wilderness, the DM should be rolling on the Wilderness Encounter Table to see if some monsters have located the PCs worksite. Use the rules in the 1e DMG for clearing an area/establishing a domain, and good luck....... I would argue that reading the 1e DMG could (for many people) easily counter that argument. :) EDIT: See also Melan's analysis of dungeon maps, showing the complexity/hidden areas of some earlier maps compared to the sterile "gotta hit every room"-type maps that you see in some adventures (from all eras). The real classics of almost any era allow multiple routes and the possibility of missing several areas. RC [/QUOTE]
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