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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="Rothe" data-source="post: 3240958" data-attributes="member: 39813"><p>I'm not sure what you are getting at here, that is, what is your basis for comparison? Are you comparing only TSR modules from the 70s and early 80s or any D&D approved module? Are we also limited to what's within the covers of the modules or how people played? Finally are we lumping all of OD&D and 1e and 2e in one bag? That's a very big bag, as the module market changed drastically over those years.</p><p></p><p>For example, let me start with OD&D, since that is what I started with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> IIRC when I started in '77 there were very few "modules," but a big one everybody seemed to have was City State of the Invincible Overlord, which provided many above ground adventures and run ins with the law, let's just hope your trial is on a holiday. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But that is not TSR so you may be excluding that.</p><p></p><p>Your implied recollections, doing mostly dungeons, are at odds with my memory of play in the 70s. When I was a young adventurer we had to walk 20 leagues through the snow to get to the dungeon, fightin' the whole way. In game time we certainly spent more time adventuing, tracking, scouting, questioning locals for adventures, treasure and information to help us survive the dugeons, etc. than in the dungeon. To use "old school" phrasing we called it role-playing, not roll-playing, and there was a lot of it since there were no rules to just roll for it. I realize that many groups may have just played, "pop" your there, and next week with a new module it was "pop" your there as well.</p><p></p><p>On the other end of your comparison, with respect to computer games, what games are you referring to? I'll admit my experinece with computer RPGs is limited, but all non-on-line games I've played fit the "classic" dungeon crawl to a T.* Sure you kill things "outside" (different texture set) but the environment has little or no impact on play. Just change the textures and it's a dungeon. </p><p></p><p>Or is the real question of your post:</p><p></p><p></p><p></p><p></p><p>*"classic" in quotes since in the table-top RPG you could try to talk to anything, throw down food, destroy parts of the environment, use parts of the environment to your advantage etc., none of which you can do in CRPGs unless it is scripted.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3240958, member: 39813"] I'm not sure what you are getting at here, that is, what is your basis for comparison? Are you comparing only TSR modules from the 70s and early 80s or any D&D approved module? Are we also limited to what's within the covers of the modules or how people played? Finally are we lumping all of OD&D and 1e and 2e in one bag? That's a very big bag, as the module market changed drastically over those years. For example, let me start with OD&D, since that is what I started with. :) IIRC when I started in '77 there were very few "modules," but a big one everybody seemed to have was City State of the Invincible Overlord, which provided many above ground adventures and run ins with the law, let's just hope your trial is on a holiday. ;) But that is not TSR so you may be excluding that. Your implied recollections, doing mostly dungeons, are at odds with my memory of play in the 70s. When I was a young adventurer we had to walk 20 leagues through the snow to get to the dungeon, fightin' the whole way. In game time we certainly spent more time adventuing, tracking, scouting, questioning locals for adventures, treasure and information to help us survive the dugeons, etc. than in the dungeon. To use "old school" phrasing we called it role-playing, not roll-playing, and there was a lot of it since there were no rules to just roll for it. I realize that many groups may have just played, "pop" your there, and next week with a new module it was "pop" your there as well. On the other end of your comparison, with respect to computer games, what games are you referring to? I'll admit my experinece with computer RPGs is limited, but all non-on-line games I've played fit the "classic" dungeon crawl to a T.* Sure you kill things "outside" (different texture set) but the environment has little or no impact on play. Just change the textures and it's a dungeon. Or is the real question of your post: *"classic" in quotes since in the table-top RPG you could try to talk to anything, throw down food, destroy parts of the environment, use parts of the environment to your advantage etc., none of which you can do in CRPGs unless it is scripted. [/QUOTE]
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