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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="grodog" data-source="post: 3242964" data-attributes="member: 1613"><p>I think those distinctions didn't exist as cleanly/clearly in OD&D and AD&D as they do today: there wasn't a separate storytelling movement in gaming, for example. People who liked D&D created dungeon-based games with unique encounters as well as narrative arcs, recurring themes and characters, with background and story-consequences based on the outcome of adventuring. There were few, if any, defined borders in the game (including the willingness to expand into other genres/settings a la Metamorphosis Alpha, Boot Hill, modern Earth, and many, many fiction-inspired settings [Oz, Melnibone, Dying Earth, Mars, etc., etc., etc.]). </p><p></p><p></p><p></p><p>True. The oft-quoted T1-4, A1-4, GDQ1-7 serieses were all, originally, individual modules without any connecting content across the three arcs. The only true mega-dungeons we knew of were all unpublished: Castles Greyhawk, Blackmoor, and El Raja Key, and Undermountain (revealed in part, only, alas). </p><p></p><p></p><p></p><p>T1 Hommlet with 33 keys, 4 detailed buildings of those 33 contain another 68 keys (Inn 28, Traders 13, Church 15, Tower 12), and the MoatHouse and dungeon with 35, for a total of 132 details encounter keys (33 - 4 so we don't count the detailed buildings twice + 68 + 35)!! All in a mere 32 pages, complete with backstory, story follow-up consequences, and plenty of room for expansion into a full-fledged campaign.</p><p></p><p>T2 ToEE: has 344 encounter keys in total, not counting T1's 132</p><p>- Nulb has 4 keys</p><p>- Temple Ruins has 15 keys </p><p>- Dungeon Level 1 has 55 keys (two are #a keys)</p><p>- Dungeon Level 2 has 58 keys (many are #a, b, c, etc. keys)</p><p>- Dungeon Level 3 has 61 keys (ditto)</p><p>- Dungeon Level 4 has 35 keys</p><p>- Air Node has 32 keys (minimalist detail on all of the nodes, like M&T Assortment entries)</p><p>- Earth Node has 24 keys</p><p>- Fire Node has 36 keys </p><p>- Water Node has 24 keys </p><p></p><p>So, T1-4, in total, has 476 detailed encounters.</p><p></p><p></p><p></p><p>I think Gary's modules tend to include more encounters, in general. The elemental nodes drop off significantly in the number of encounters detailed, which seem to be another marker for where Frank took over the production of the manuscript from Gary's original materials.</p><p></p><p></p><p></p><p>I would tend to agree. Heart of Nightfang Tower Spire strikes me as a denser number of encounters keyed for a 3.x module, but that's just a general impression, not validated.</p><p></p><p></p><p></p><p>AD&D really didn't provide much in the way of published wilderness adventures (S4 and WG4 being the grand exemplars, along with EX1, EX2, and WG6, and portions of L1 [and the X-series]). Of those, only S4/WG4 and L1 are normal (non-demiplanar) wilderness.... </p><p></p><p>Are there any true WotC wilderness adventures in 3.x?</p></blockquote><p></p>
[QUOTE="grodog, post: 3242964, member: 1613"] I think those distinctions didn't exist as cleanly/clearly in OD&D and AD&D as they do today: there wasn't a separate storytelling movement in gaming, for example. People who liked D&D created dungeon-based games with unique encounters as well as narrative arcs, recurring themes and characters, with background and story-consequences based on the outcome of adventuring. There were few, if any, defined borders in the game (including the willingness to expand into other genres/settings a la Metamorphosis Alpha, Boot Hill, modern Earth, and many, many fiction-inspired settings [Oz, Melnibone, Dying Earth, Mars, etc., etc., etc.]). True. The oft-quoted T1-4, A1-4, GDQ1-7 serieses were all, originally, individual modules without any connecting content across the three arcs. The only true mega-dungeons we knew of were all unpublished: Castles Greyhawk, Blackmoor, and El Raja Key, and Undermountain (revealed in part, only, alas). T1 Hommlet with 33 keys, 4 detailed buildings of those 33 contain another 68 keys (Inn 28, Traders 13, Church 15, Tower 12), and the MoatHouse and dungeon with 35, for a total of 132 details encounter keys (33 - 4 so we don't count the detailed buildings twice + 68 + 35)!! All in a mere 32 pages, complete with backstory, story follow-up consequences, and plenty of room for expansion into a full-fledged campaign. T2 ToEE: has 344 encounter keys in total, not counting T1's 132 - Nulb has 4 keys - Temple Ruins has 15 keys - Dungeon Level 1 has 55 keys (two are #a keys) - Dungeon Level 2 has 58 keys (many are #a, b, c, etc. keys) - Dungeon Level 3 has 61 keys (ditto) - Dungeon Level 4 has 35 keys - Air Node has 32 keys (minimalist detail on all of the nodes, like M&T Assortment entries) - Earth Node has 24 keys - Fire Node has 36 keys - Water Node has 24 keys So, T1-4, in total, has 476 detailed encounters. I think Gary's modules tend to include more encounters, in general. The elemental nodes drop off significantly in the number of encounters detailed, which seem to be another marker for where Frank took over the production of the manuscript from Gary's original materials. I would tend to agree. Heart of Nightfang Tower Spire strikes me as a denser number of encounters keyed for a 3.x module, but that's just a general impression, not validated. AD&D really didn't provide much in the way of published wilderness adventures (S4 and WG4 being the grand exemplars, along with EX1, EX2, and WG6, and portions of L1 [and the X-series]). Of those, only S4/WG4 and L1 are normal (non-demiplanar) wilderness.... Are there any true WotC wilderness adventures in 3.x? [/QUOTE]
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