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="tx7321" data-source="post: 3246218" data-attributes="member: 43146"><p>Hussar, Every dungeon has one path basically, (with one final big treasure at the end that must be found if you want to advance); dungeons, after all, are nothing more then a set of rooms and halls leading to a final showdown, and yes, many side paths are dangerous and trapped and are best avoided (as in your tomb of horrors example, which is more devilishly dangerous than most). But, thats not what people mean when they talk module railroading. <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=";)" /> I'm not saying railroading is a bad thing, alot of people like that sort of designed module, hell they sell like hot cakes, they're just not for me. I prefer a greater since of freedom as a player.</p><p> </p><p>Your other exmples of being stuck on an island or "other world" and needing to find some key to get out is not the same as railroading either, and, if you think about it, is not much different then going into a dungeon and having the main door lock shut, or the entrance hall collapse . Of course you'll have to find another way out. Read these modules they are still very skeletal. The PCs and DM make the story as they go, there is no heavy "guiding" or story (other then a very basic plot line (as in White Plume: recover a 3 magical weapons). Compare that to later dungeons.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3246218, member: 43146"] Hussar, Every dungeon has one path basically, (with one final big treasure at the end that must be found if you want to advance); dungeons, after all, are nothing more then a set of rooms and halls leading to a final showdown, and yes, many side paths are dangerous and trapped and are best avoided (as in your tomb of horrors example, which is more devilishly dangerous than most). But, thats not what people mean when they talk module railroading. ;) I'm not saying railroading is a bad thing, alot of people like that sort of designed module, hell they sell like hot cakes, they're just not for me. I prefer a greater since of freedom as a player. Your other exmples of being stuck on an island or "other world" and needing to find some key to get out is not the same as railroading either, and, if you think about it, is not much different then going into a dungeon and having the main door lock shut, or the entrance hall collapse . Of course you'll have to find another way out. Read these modules they are still very skeletal. The PCs and DM make the story as they go, there is no heavy "guiding" or story (other then a very basic plot line (as in White Plume: recover a 3 magical weapons). Compare that to later dungeons. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How dungeons have changed in Dungeons and Dragons
Top