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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9466512" data-attributes="member: 82106"><p>Which modules? I mean, nobody will disagree with you that the GM has some leeway in certain areas. Gygax even discussed the techniques of what we now generally call 'illusionism' or similar techniques in the service of generating a good game experience. So we know the intent was never something totally deterministic. </p><p></p><p>OTOH I don't know of any module which goes beyond the level of perhaps suggesting the GM consider factors like monsters reacting to intruders perhaps. Even then it's clear that these adventures were counting on no such thing. G1 is a fine example. Realistically no party would get far before raising a general alarm, at which point the situation will be almost immediately hopeless for the party.</p><p></p><p>Yes, we made our own dungeons, what does that change? The rules for how they work are quite clear! You can make up unique stuff, but it still has to be coded in, how it works, what dice throws relate to it, time expenditures, etc. 1e's rules are pretty complete on the subject.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9466512, member: 82106"] Which modules? I mean, nobody will disagree with you that the GM has some leeway in certain areas. Gygax even discussed the techniques of what we now generally call 'illusionism' or similar techniques in the service of generating a good game experience. So we know the intent was never something totally deterministic. OTOH I don't know of any module which goes beyond the level of perhaps suggesting the GM consider factors like monsters reacting to intruders perhaps. Even then it's clear that these adventures were counting on no such thing. G1 is a fine example. Realistically no party would get far before raising a general alarm, at which point the situation will be almost immediately hopeless for the party. Yes, we made our own dungeons, what does that change? The rules for how they work are quite clear! You can make up unique stuff, but it still has to be coded in, how it works, what dice throws relate to it, time expenditures, etc. 1e's rules are pretty complete on the subject. [/QUOTE]
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