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Classic dungeons: What makes them great?
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<blockquote data-quote="Tarek" data-source="post: 3740934" data-attributes="member: 6661"><p>What makes the classics "classic" is that they are outlines.</p><p></p><p>Keep on the Borderlands is great because it is a starter campaign setting, not just a dungeon. You have a town, with a small keep, and an area to adventure in.</p><p></p><p>Further, all of these settings, with the exception of ToH, are dynamic; things *change* as a result of the character's actions. If the characters go into the Hill Giant Steading, kill some of the giants, and go away to recover, then you can bet the giants won't be feasting when the party comes back... and there will be a few alert giants as guards rather than the sleeping ones the party met before.</p><p></p><p>That's what makes them classic; they present the idea of a real world where things change as opposed to a static one where you'll always find five skeletons and three zombies in room 5a, the one with the pit trap in the corner next to the broken torch sconce.</p><p></p><p>A lot of the 3e dungeons feel static to me, particularily the ones that have "boxed text dialog".</p><p></p><p>They're also very challenging and they force players to think strategically, not just tactically. None of these encounters are "level appropriate" nor are they "balanced".</p></blockquote><p></p>
[QUOTE="Tarek, post: 3740934, member: 6661"] What makes the classics "classic" is that they are outlines. Keep on the Borderlands is great because it is a starter campaign setting, not just a dungeon. You have a town, with a small keep, and an area to adventure in. Further, all of these settings, with the exception of ToH, are dynamic; things *change* as a result of the character's actions. If the characters go into the Hill Giant Steading, kill some of the giants, and go away to recover, then you can bet the giants won't be feasting when the party comes back... and there will be a few alert giants as guards rather than the sleeping ones the party met before. That's what makes them classic; they present the idea of a real world where things change as opposed to a static one where you'll always find five skeletons and three zombies in room 5a, the one with the pit trap in the corner next to the broken torch sconce. A lot of the 3e dungeons feel static to me, particularily the ones that have "boxed text dialog". They're also very challenging and they force players to think strategically, not just tactically. None of these encounters are "level appropriate" nor are they "balanced". [/QUOTE]
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