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Classic dungeons: What makes them great?
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<blockquote data-quote="Crossroads" data-source="post: 3735018" data-attributes="member: 54982"><p>Some very good points made above.</p><p></p><p>Echoing some points made above, I think it has to do more with the ability for the DM and PC's to create the "story" out of a skeleton module.</p><p></p><p>Thinking about my DnD initiation with the Blue Book Basic Rules and B1 "In Search of the Unknown" what struck me most, and stays with me today, is that the game is about creating a series of events based on situations that may or may not be intentionally connected. Randomness, or letting "fate" decide monster placement, dungeon design, etc seemed to be integral to the game.</p><p></p><p>The classic modules I enjoyed (thinking Hommlet and D1-D2 here) had a combination of good monster placement (by chance or design through playtesting?) and monster motivations that, for the most part, remained simple or thumbnail sketched, allowing for expansion by the DM in his own campaign world.</p><p></p><p>I think what made a module "classic" was that the batter used for baking during that period had a better combination of ingredients for some reason.</p></blockquote><p></p>
[QUOTE="Crossroads, post: 3735018, member: 54982"] Some very good points made above. Echoing some points made above, I think it has to do more with the ability for the DM and PC's to create the "story" out of a skeleton module. Thinking about my DnD initiation with the Blue Book Basic Rules and B1 "In Search of the Unknown" what struck me most, and stays with me today, is that the game is about creating a series of events based on situations that may or may not be intentionally connected. Randomness, or letting "fate" decide monster placement, dungeon design, etc seemed to be integral to the game. The classic modules I enjoyed (thinking Hommlet and D1-D2 here) had a combination of good monster placement (by chance or design through playtesting?) and monster motivations that, for the most part, remained simple or thumbnail sketched, allowing for expansion by the DM in his own campaign world. I think what made a module "classic" was that the batter used for baking during that period had a better combination of ingredients for some reason. [/QUOTE]
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