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General Tabletop Discussion
*TTRPGs General
Classic dungeons: What makes them great?
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<blockquote data-quote="EyeontheMountain" data-source="post: 3735285" data-attributes="member: 32338"><p>To me one of the defining parts of a 1E or even 2E adventure was the inherent randomness, and coolness of the dungeon. </p><p></p><p>Randomness means the 35% or XX% chance something would happen. The players did not know, and the DM was not supposed to know. The whole bad things happen to good people effect. And those percentages were hard or impossible to change. Was the dragon awake? WEll, who knows, not even the DM, and the party could bless or curse those dice. Now most of those decisions are in the hands of the DM, and most DMs are far nicer than random chance. </p><p></p><p>Coolness was interesting effects. Like the magical pools that could grant or take away ability points. Potions of Longevity, until you drank one too many. Weird rooms, and odd monsters there for little reason. Now everything has to be explained ad nauseum. And that takes away from the game. </p><p></p><p>I guess I am saying in a lot of ways those early modules were an adventure for the DM, as well as the players, and that is not so any more.</p></blockquote><p></p>
[QUOTE="EyeontheMountain, post: 3735285, member: 32338"] To me one of the defining parts of a 1E or even 2E adventure was the inherent randomness, and coolness of the dungeon. Randomness means the 35% or XX% chance something would happen. The players did not know, and the DM was not supposed to know. The whole bad things happen to good people effect. And those percentages were hard or impossible to change. Was the dragon awake? WEll, who knows, not even the DM, and the party could bless or curse those dice. Now most of those decisions are in the hands of the DM, and most DMs are far nicer than random chance. Coolness was interesting effects. Like the magical pools that could grant or take away ability points. Potions of Longevity, until you drank one too many. Weird rooms, and odd monsters there for little reason. Now everything has to be explained ad nauseum. And that takes away from the game. I guess I am saying in a lot of ways those early modules were an adventure for the DM, as well as the players, and that is not so any more. [/QUOTE]
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