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<blockquote data-quote="pukunui" data-source="post: 9445094" data-attributes="member: 54629"><p>I cut my gaming teeth in the mid 90s with 2e. I think we mostly just made up our own adventures. I didn't start experiencing pre-written adventures until I got back into D&D in the late 00s with 3.5e. So I have not played a lot of the "classics" - either in their original form or in a revised form for a more recent edition.</p><p></p><p>With that in mind, I am more used to the newer style of adventures, and I really struggle to make sense of some of these older classic adventures. Like I've just been reading through <em>The Lost City </em>in the Infinite Staircase book, and the layout of the ziggurat and the placement of various creatures within in it just boggles my mind. How did that carrion crawler get inside that room? How can a rust monster be a wandering monster when the ziggurat is full of closed doors? Why haven't the guys in that one faction dealt with some of the creatures/hazards that are just down the hall? And so on ... It's one of those adventures where it feels like everything is in stasis, waiting for the PCs to kick in the door so they can "come alive".</p><p></p><p>I remember getting something of a similar sense with the Caves of Chaos when I read through the D&D Next Playtest version. I would much prefer it if the caves area was bigger with more space between the various groups.</p><p></p><p>(This preference for adventure locations being more spacious may also come from my upbringing - I grew up on 3/4 of acre in the suburbs surrounded by other spacious properties and with an empty horse paddock on one side. In college, I struggled to adjust to living in a dorm. Even as an adult, I struggle with having other houses in such close proximity, and the idea of living in an apartment building has zero appeal.)</p></blockquote><p></p>
[QUOTE="pukunui, post: 9445094, member: 54629"] I cut my gaming teeth in the mid 90s with 2e. I think we mostly just made up our own adventures. I didn't start experiencing pre-written adventures until I got back into D&D in the late 00s with 3.5e. So I have not played a lot of the "classics" - either in their original form or in a revised form for a more recent edition. With that in mind, I am more used to the newer style of adventures, and I really struggle to make sense of some of these older classic adventures. Like I've just been reading through [I]The Lost City [/I]in the Infinite Staircase book, and the layout of the ziggurat and the placement of various creatures within in it just boggles my mind. How did that carrion crawler get inside that room? How can a rust monster be a wandering monster when the ziggurat is full of closed doors? Why haven't the guys in that one faction dealt with some of the creatures/hazards that are just down the hall? And so on ... It's one of those adventures where it feels like everything is in stasis, waiting for the PCs to kick in the door so they can "come alive". I remember getting something of a similar sense with the Caves of Chaos when I read through the D&D Next Playtest version. I would much prefer it if the caves area was bigger with more space between the various groups. (This preference for adventure locations being more spacious may also come from my upbringing - I grew up on 3/4 of acre in the suburbs surrounded by other spacious properties and with an empty horse paddock on one side. In college, I struggled to adjust to living in a dorm. Even as an adult, I struggle with having other houses in such close proximity, and the idea of living in an apartment building has zero appeal.) [/QUOTE]
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