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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="tx7321" data-source="post: 3244532" data-attributes="member: 43146"><p>MerricB, "The primary focus of 3e (like every edition of D&D) is on combat. It isn't on avoiding combat. Dungeons are still a primary part of adventures, although we've moved away from large megadungeons to a series of smaller dungeons with more defined goals."</p><p></p><p>If you reread my post you'll see I stated outside adventures offer more options to the PCs to gain the advantage (and vise versa) by moving more freely. The net result quicker resolution by gaining an advantage, also, shorter battles (where its not room after room). </p><p></p><p>As far as: "we've moved away from large megadungeons to a series of smaller dungeons with more defined goals."</p><p></p><p>It sounds like PCs and DMs are being given a break from the trudgery of room after room of monster encounters (which was a halmark of 1E modules). Also, these "micro dungeons" with defined goals (other then collecting treasure) sound alot like railroading "defined plot" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> . Railroading is something that turns off many old schoolers who prefer not be tied up into the writers plot (like cheap romance heroes in some dime store pre-teen romance novel). This is nothing new mind you. It started with Dragonlance, really hit its stride in 2E and has carried on today. Compare that with a classic like B2. Your at a keep, there's treasure in those caves. Do what you like. There is no plot beyond this. Anything else that develops is of the players' or DM's creation. There is no, finish 1 then go to 2, after 2 go to 3 B....ll sh...t. Not that a game like that has to be bad, as long as the module is written in such a way as to not lead the players, nore require steps.</p><p></p><p>Nik: "While I like AD&D a lot, I've never seen the lack of clarity in the rules as a bonus. "</p><p></p><p>The lack of clearity offers flexibility without having to feel like your house ruling everything. But your right, I'd probably have preferred the rules be clearly defined (as long as I liked what they said that is) <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=";)" /> .</p></blockquote><p></p>
[QUOTE="tx7321, post: 3244532, member: 43146"] MerricB, "The primary focus of 3e (like every edition of D&D) is on combat. It isn't on avoiding combat. Dungeons are still a primary part of adventures, although we've moved away from large megadungeons to a series of smaller dungeons with more defined goals." If you reread my post you'll see I stated outside adventures offer more options to the PCs to gain the advantage (and vise versa) by moving more freely. The net result quicker resolution by gaining an advantage, also, shorter battles (where its not room after room). As far as: "we've moved away from large megadungeons to a series of smaller dungeons with more defined goals." It sounds like PCs and DMs are being given a break from the trudgery of room after room of monster encounters (which was a halmark of 1E modules). Also, these "micro dungeons" with defined goals (other then collecting treasure) sound alot like railroading "defined plot" :confused: . Railroading is something that turns off many old schoolers who prefer not be tied up into the writers plot (like cheap romance heroes in some dime store pre-teen romance novel). This is nothing new mind you. It started with Dragonlance, really hit its stride in 2E and has carried on today. Compare that with a classic like B2. Your at a keep, there's treasure in those caves. Do what you like. There is no plot beyond this. Anything else that develops is of the players' or DM's creation. There is no, finish 1 then go to 2, after 2 go to 3 B....ll sh...t. Not that a game like that has to be bad, as long as the module is written in such a way as to not lead the players, nore require steps. Nik: "While I like AD&D a lot, I've never seen the lack of clarity in the rules as a bonus. " The lack of clearity offers flexibility without having to feel like your house ruling everything. But your right, I'd probably have preferred the rules be clearly defined (as long as I liked what they said that is) ;) . [/QUOTE]
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