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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="WizarDru" data-source="post: 3242482" data-attributes="member: 151"><p>I think you've got the wrong question. It isn't 'how have dungeons changed', it's 'how has the presentation of dungeons changed'?</p><p></p><p>Quick quiz: how many pages long is Tomb of Horrors module, not including the illustrations? Answer: <strong><em><u>12 pages.</u></em></strong><u></u></p><p><u></u></p><p><u>Now consider that the Sunless Citadel is 32 pages. And Sunless Citadel is inflated by having stat-blocks in the module, a practice that became unnecessary for MM standard monsters when the MM came out. </u></p><p><u></u></p><p><u>Under 1e, most store-bought modules assumed by default that individual DMs would, as they desired, provide the framing for the module. This changed over time as modules provided more to DMs...a necessary change, I think, as more and more DMs began to question why they should pay for something they could actually make using the random tables in the DMG or just from experience. Hell, the DMG gave you all the random encounter and wilderness material you'd need. </u></p><p><u></u></p><p><u>Often the motivation was simply given to PCs. "You've been told by the Duke of Geoff to go into the Crystalmists and find this Toscjanth place." Of course, by that time, you were given a little 'search' adventure and some random encounters within the module, making the trek there just as much as an adventure.</u></p><p><u></u></p><p><u>The continued success of both Dungeon Crawl Classics and stuff like the Paizo Adventure Paths show that there is an equal demand for both styles of module....but I think a large emphasis has been placed on framing and assumptions of use, and that is the fundemental change, not the dungeon itself.</u></p></blockquote><p></p>
[QUOTE="WizarDru, post: 3242482, member: 151"] I think you've got the wrong question. It isn't 'how have dungeons changed', it's 'how has the presentation of dungeons changed'? Quick quiz: how many pages long is Tomb of Horrors module, not including the illustrations? Answer: [B][I][U]12 pages.[/U][/I][/B][I][U][/U][/I][U] Now consider that the Sunless Citadel is 32 pages. And Sunless Citadel is inflated by having stat-blocks in the module, a practice that became unnecessary for MM standard monsters when the MM came out. Under 1e, most store-bought modules assumed by default that individual DMs would, as they desired, provide the framing for the module. This changed over time as modules provided more to DMs...a necessary change, I think, as more and more DMs began to question why they should pay for something they could actually make using the random tables in the DMG or just from experience. Hell, the DMG gave you all the random encounter and wilderness material you'd need. Often the motivation was simply given to PCs. "You've been told by the Duke of Geoff to go into the Crystalmists and find this Toscjanth place." Of course, by that time, you were given a little 'search' adventure and some random encounters within the module, making the trek there just as much as an adventure. The continued success of both Dungeon Crawl Classics and stuff like the Paizo Adventure Paths show that there is an equal demand for both styles of module....but I think a large emphasis has been placed on framing and assumptions of use, and that is the fundemental change, not the dungeon itself.[/U] [/QUOTE]
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