Psion
Adventurer
Qualidar said:You know, I don't think I've ever seen you misspell a word in that line. Do you actually just cut and paste it?
It's a macro hardwired into his nervous system.

Qualidar said:You know, I don't think I've ever seen you misspell a word in that line. Do you actually just cut and paste it?
tx7321 said:Thats true, unless your MerricB (and lets face it, there's only one MerricB) a typical 1E dungeon crawl would take forever and become a chore for the players and DM if using 3E rules.
howandwhy99 said:I think tx is right. With the age of gamers increasing time becomes more and more scarce. Speed is important for a game. The problem is D20 is slow. It's not unusual for a high level combat to last a couple hours - even the whole night for a big finale. Unfortunately, this has influenced adventure design to where players stay within the adventure path almost entirely instead of having to find it / create it for themselves. Time can't afford to be wasted.
tx7321 said:MB: "Do you want to ask about why the shift away from dungeon-crawls and to more variety in adventures, or insult people who play computer games?"
Oh, that must be it!
One thing to consider is that above ground adventuring can be v. similar to delving. Think about it, moving through rooms in a building, or down narrow confined alley ways and streets, forest trails, ravines and the like. So perhaps the "dungeon crawl" still exists in a way, just presented in a different fashion. The "board" is still there, but you can move around it with more freedom.
As far as 1E modules go, I think the topside parts were left undeveloped on purpose, to allow the DM and players interacting to create the story of whats going on (who they talk to, how they get to point A to B, what wacky adventures they have on the way...that all develops "in game", it wasn't usually written down. I remember exploring Homlet and taking days (in game time) checking out other places in and around the village, as the DM made up stuff on the spot...some of which were just as cool as the module itself.
But note, the DM and players came up with all that "story line" it wasn't written down or suggested (as it often is 3E modules, in plot, ecological and anthropological descriptions, DM notes, etc.
Ghendar said:What about an underground city though?![]()
grodog said:Dungeon design doesn't have to be linear....
I thought it would be worth drawing Melan's thread and associated discussions to your attention in case you would be interested in a trying out a non-linear dungeon environment, though: they are fun, in many ways, and offer a very different playing experience than a city or wilderness or planar setting.
The game isn't called Dungeons & Dragons for nothing![]()
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MerricB said:I think what is actually the case is that those people who enjoy narrative arcs exist, and so adventures are written to cater to them. People who like dungeon-crawls also exist, and they also get adventures for them (see Sons of Gruumsh and Return to Greyhawk Ruins). People who enjoy creating their own arcs... well, they're mainly creating their own adventures, aren't they?
MerricB said:When you look back at the history of published mega-dungeons, there are surprisingly few on the ground. Gygax was unable to complete any of his for publication - Temple finally came out after Mentzer got it into shape, and we're still waiting on Castle Greyhawk. The next couple were Undermountain and Greyhawk Ruins, but the first is incomplete, the second uninspiring.
MerricB said:Return to the Temple of Elemental Evil takes it to another level - the crater ridge mines hit 231 encounter areas! (Can someone look up how many areas the original Temple has?)
MerricB said:To compare some numbers...
White Plume Mountain - 27 encounter areas
Pharoah - 67 areas in the Pyramid (sort of)
Hall of the Fire Giant King - 62 encounter areas.
I think the 1e adventures tend to be denser for encounters, but I need to check more thoroughly.
MerricB said:Actually, if you're really going to look at the difference between 1e & 3e adventures, a big one isn't how dungeons are handled - for they are fairly similar - but rather how the wilderness is handled.