Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How dungeons have changed in Dungeons and Dragons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shroomy" data-source="post: 3240586" data-attributes="member: 32739"><p>Site-based adventuring is still the foundation of most D&D games, even if the "dungeons" do not happen to be underground, feature "logical" ecologies, and have a more dynamic set-up. I think what you are seeing is the evolution of the game and that evolution was driven by the expansion of campaign settings. Once players moved from Dungeon A to Dungeon B, it wouldn't take long for someone to realize that you could have an "adventure" during this actual trip instead of handwaving it; that moving around could introduce variety to the types of dungeons explored; and that spending time in a city or village could be more than a place to heal, buy/sell stuff, and train. </p><p></p><p>As campaign settings became more and more defined in this manner they tend to develop meta-narratives, more defined NPCs, and ecologies that would influence the placement and design of dungeons (you can't have kobolds in the Caves of Evil, the dwarves killed them all in the Great Kobold-Dwarven War!), which in turn further drove the expansion of campaign settings. Eventually, the need to address the setting elements, the story, NPCs, etc. put pressure on dungeon designers. If you only had so many pages to work with, then something had to be cut-out or the project had to be expanded. So you end up getting smaller dungeons (in terms of room, not description) and larger/linked adventures. Once you get to larger/linked adventures, you have all kinds of room to expand the campaign setting, etc.</p><p></p><p>Taken to extremes, you end up with adventures which are almost all story and which player action is either rail-roaded to serve the story or has no real effect on the larger story. This is a charge often leveled at late 1e and 2e adventures, which, not coincidentally, coincides with the greatest expansion of campaign settings during the TSR years. </p><p></p><p>I actually find 3e adventure design to be a nice hybrid of 1e and 2e style; IMO, the sometimes maligned mechanical aspects of 3e hark back to the game's tactical warmgaming roots while taking up much more space than their antecedents, thus paring down excesses in narrative. Modern adventures have story and setting elements, but I don't feel like I'm reading a short novella just to get the background information for that night's game!</p></blockquote><p></p>
[QUOTE="Shroomy, post: 3240586, member: 32739"] Site-based adventuring is still the foundation of most D&D games, even if the "dungeons" do not happen to be underground, feature "logical" ecologies, and have a more dynamic set-up. I think what you are seeing is the evolution of the game and that evolution was driven by the expansion of campaign settings. Once players moved from Dungeon A to Dungeon B, it wouldn't take long for someone to realize that you could have an "adventure" during this actual trip instead of handwaving it; that moving around could introduce variety to the types of dungeons explored; and that spending time in a city or village could be more than a place to heal, buy/sell stuff, and train. As campaign settings became more and more defined in this manner they tend to develop meta-narratives, more defined NPCs, and ecologies that would influence the placement and design of dungeons (you can't have kobolds in the Caves of Evil, the dwarves killed them all in the Great Kobold-Dwarven War!), which in turn further drove the expansion of campaign settings. Eventually, the need to address the setting elements, the story, NPCs, etc. put pressure on dungeon designers. If you only had so many pages to work with, then something had to be cut-out or the project had to be expanded. So you end up getting smaller dungeons (in terms of room, not description) and larger/linked adventures. Once you get to larger/linked adventures, you have all kinds of room to expand the campaign setting, etc. Taken to extremes, you end up with adventures which are almost all story and which player action is either rail-roaded to serve the story or has no real effect on the larger story. This is a charge often leveled at late 1e and 2e adventures, which, not coincidentally, coincides with the greatest expansion of campaign settings during the TSR years. I actually find 3e adventure design to be a nice hybrid of 1e and 2e style; IMO, the sometimes maligned mechanical aspects of 3e hark back to the game's tactical warmgaming roots while taking up much more space than their antecedents, thus paring down excesses in narrative. Modern adventures have story and setting elements, but I don't feel like I'm reading a short novella just to get the background information for that night's game! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How dungeons have changed in Dungeons and Dragons
Top