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Have we lost the dungeon?
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<blockquote data-quote="Monte At Home" data-source="post: 2260344" data-attributes="member: 1335"><p>To answer the original poster, no, I don't think we've lost the dungeon at all. I think it's alive and well.</p><p></p><p>The quote attributed to me was taken slightly out of context. The piece it was taken from wasn't suggesting that we'd lost the dungeon but was referring to the fact that during 1st edition (and before), TSR as a company stressed adventures as the key product in their product line, while in the days of 2nd edition the campaign setting and setting sourcebook were the key products. (The article also goes on to point out that a lot more time, attention and care went into 1E adventures because of that, hence why when people look back at good adventures, most of them are from those earlier times.) </p><p></p><p>This led to a shift in focus in DMing (generally speaking, of course--not trying to say its true of everyone) that stressed world design over adventure design. Which in and of itself may not be a bad thing--again, that wasn't my point.</p><p></p><p>The point I was making was the adventures can be a viable type of product, and its unfortunate that--with a few notable examples--its been all but abandoned.</p><p></p><p>Anyway, that's why I used the dates 1979 and 1989. I wasn't trying to make a statement about today. I simply used the word dungeon because in 1979 most (but not all) adventures were dungeon adventures (homebrew or published), and were called dungeons or modules, not adventures.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 2260344, member: 1335"] To answer the original poster, no, I don't think we've lost the dungeon at all. I think it's alive and well. The quote attributed to me was taken slightly out of context. The piece it was taken from wasn't suggesting that we'd lost the dungeon but was referring to the fact that during 1st edition (and before), TSR as a company stressed adventures as the key product in their product line, while in the days of 2nd edition the campaign setting and setting sourcebook were the key products. (The article also goes on to point out that a lot more time, attention and care went into 1E adventures because of that, hence why when people look back at good adventures, most of them are from those earlier times.) This led to a shift in focus in DMing (generally speaking, of course--not trying to say its true of everyone) that stressed world design over adventure design. Which in and of itself may not be a bad thing--again, that wasn't my point. The point I was making was the adventures can be a viable type of product, and its unfortunate that--with a few notable examples--its been all but abandoned. Anyway, that's why I used the dates 1979 and 1989. I wasn't trying to make a statement about today. I simply used the word dungeon because in 1979 most (but not all) adventures were dungeon adventures (homebrew or published), and were called dungeons or modules, not adventures. [/QUOTE]
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