Silver Moon said:I'm afraid I'm going to have to disagree with you about that. The vast majority of the first 60 issues or so of Dragon Magazine are primarily advice. The AD&D1E DMG is packed full of advice. ...
It is probably worth looking at the advice purely in terms of creating adventures... there wasn't all that much in core AD&D (although Moldvay+ Basic D&D did a great job there). Even so, there's a big emphasis on the dungeon style of adventure creation. The balance of monsters to PC is somewhat determined by the dungeon level.
Wilderness adventuring is just deadly for low-level PCs! (One wonders how pioneers survive...)
This "mega-dungeon" balance style can also be called status-quo, where the players determine the difficulty of the adventure by how deep they go into the dungeon. Of course, for PCs who stay on the top level of the dungeon, XP awards are reduced. (See the 1e DMG for challenge adjustments to XP).
With the "Giants" series, we have more of the story-based adventure, where the difficulty of the encounters is based on the level of the participants. There is a caveat here in the case of Giants due to the high level of the PCs - high level PCs have a much easier time of things in AD&D than 3E. They're not invulnerable, but the threats don't instant-kill so much; hit points are high and damage values are much lower... although giants can hit hard!
Tracy Hickman proved a very strong proponent of the story adventure; see Pharoah, Oasis, Lost Tomb, Ravenloft, and, later, Dragonlance.
The Dragonlance saga of adventures is amazing in its scope, vision and execution. It is not perfect. The chug-chug of the railroad is palpable (especially in DL2). However, it brought to the forefront an aspect you won't find in Gygax's adventures: time. Events happen, relentlessly driving the heroes before them. The armies don't stop because the PCs need to explore a dungeon! The world keeps going.
(This isn't to say that those playing, say, Temple of Elemental Evil won't have a sense of time and the world moving around them, but it's entirely in the hands of the DM. The adventure isn't helping much).
The Dragonlance designers also learnt as they went along. Plot-immunity (for PCs and NPCs) was proven to be a bad thing, and died. Things got better.
In Dragonlance you can see the seeds of The Red Hand of Doom.
Advice for story-based adventures? Did it exist in the AD&D days? Well, yes, it did. See the Dungeoneer's Survival Guide (1986) and the Dungeon Master's Design Kit (1988).
This is late AD&D, though. We're moving onto the excesses of the 2e days, and the Avatar Trilogy is on the horizon - one of the worst examples of railroading and NPCs as Gods you've ever seen.
Despite all this, the CR system of 3e is noticably absent, as is advice as to what monsters would be an appropriate challenge for a group of X level characters. 1E comes sort of close with the XP advice, but it's flawed. (A group of 6 1st level PCs need to fight 2 Ogres to get full XP...) There's even less in 2e! (Heck, I'm not quite sure there's a DMG in 2e!)
For those familiar with early issues of The Dragon - was there much in there about balancing encounters? I've got the Dragon CD-ROM Archive, but I can't remember it having that much about dungeon and adventure design (beyond new nasty traps and monsters!)
In a lot of ways, the mega-dungeon environment was expected for the first adventures. It provided training wheels so the DM (and players) could learn how tough monsters were. Later on, the DM could do more story-based stuff, with a much better grasp of how difficult monsters were from experience.
I'm happy with CR - if not least because there's a *lot* of monsters out there now. They can be deceptive as to their power level, and I'm happy to take any further guidance that I can get. Sure, it's not 100% accurate, but it's a good guide.
Cheers!
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