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="WizarDru" data-source="post: 3246545" data-attributes="member: 151"><p>But that has nothing to do with the edition at all, which was Hussar's point. Compare "White Plume Mountain" with "Flood Season", for example. Both are large dungeons with multiple goals (retrieve weapons, wands) with multiple big challenges, both lack a single 'boss' (one never faces Keraptis). Unlike WPM, Flood Season actually provides for the motivations of the villians and what they'll do if they realize that adventurers are in the complex....whereas WPM is more of an elaborate deathtrap from a taunting wizard. </p><p></p><p>An exercise to the reader would be to compare the differences between the original White Plume Mountain and the <a href="http://www.wizards.com/default.asp?x=dnd/oa/20051207a" target="_blank">free Revised Edition from WotC</a> and it's associated web enhancement, "Outside the Mountain". In many ways, that sums up the differences in presentation and narrative flow, right there.</p><p> </p><p></p><p></p><p>I disagree entirely. The examples given are classic examples of railroading. If you choose to enhance the printed page, that's outside the scope of the module itself. The players don't get into a situation where the slavers capture them...they are told purely as a matter of record that what has happened has happened, regardless of any input they might have. If I start the module <em>in media res</em> and force motivations and choices on the players, that is railroading. Whether or not that was necessarily a problem depended on the individual group. One could easily argue that the beginning of the Tomb of Horrors is perfectly within the realm of accepted and expected player setup. The issue was more relevant when you tell a player he's just suddenly lost all of his equipment and wealth, regardless of how powerful, paranoid, clever or well-defended he might have been prior to the start of the adventure. In the context of an ongoing campaign, as opposed to a tournament (the source of many earlier modules), this comes across as ham-fisted and inelegant, at the least.</p><p></p><p>I agree that in the context of an adventure, the players are moderately limited in their options...but compare and contrast an adventure like 'Speaker in Dreams' or 'The Standing Stones' (neither of which I actually think that highly of) where the players actually have a fair degree of freedom in the order they investigate the core mysteries. SiD features a flowchart, and TSS features a timeline of sorts. A greater emphasis on verisimilitude is present.</p><p></p><p>A module like Tamoachan, one expects to walk in, possibly be trapped and have to fight your way out. That's part of the biz. But in one like "Return to the Temple of Elemental Evil", the party expects that this won't happen every time they foray into the dungeon...in fact, throughout most of the Crater Ridge Mines, the players will swiftly notice the change in direct reaction to their continued assualts.</p><p></p><p>The core dungeons haven't changed nearly so much as the framing of those dungeons, the expanded motivations provided around it and then audience to which it's offered.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 3246545, member: 151"] But that has nothing to do with the edition at all, which was Hussar's point. Compare "White Plume Mountain" with "Flood Season", for example. Both are large dungeons with multiple goals (retrieve weapons, wands) with multiple big challenges, both lack a single 'boss' (one never faces Keraptis). Unlike WPM, Flood Season actually provides for the motivations of the villians and what they'll do if they realize that adventurers are in the complex....whereas WPM is more of an elaborate deathtrap from a taunting wizard. An exercise to the reader would be to compare the differences between the original White Plume Mountain and the [url="http://www.wizards.com/default.asp?x=dnd/oa/20051207a"]free Revised Edition from WotC[/url] and it's associated web enhancement, "Outside the Mountain". In many ways, that sums up the differences in presentation and narrative flow, right there. I disagree entirely. The examples given are classic examples of railroading. If you choose to enhance the printed page, that's outside the scope of the module itself. The players don't get into a situation where the slavers capture them...they are told purely as a matter of record that what has happened has happened, regardless of any input they might have. If I start the module [i]in media res[/i] and force motivations and choices on the players, that is railroading. Whether or not that was necessarily a problem depended on the individual group. One could easily argue that the beginning of the Tomb of Horrors is perfectly within the realm of accepted and expected player setup. The issue was more relevant when you tell a player he's just suddenly lost all of his equipment and wealth, regardless of how powerful, paranoid, clever or well-defended he might have been prior to the start of the adventure. In the context of an ongoing campaign, as opposed to a tournament (the source of many earlier modules), this comes across as ham-fisted and inelegant, at the least. I agree that in the context of an adventure, the players are moderately limited in their options...but compare and contrast an adventure like 'Speaker in Dreams' or 'The Standing Stones' (neither of which I actually think that highly of) where the players actually have a fair degree of freedom in the order they investigate the core mysteries. SiD features a flowchart, and TSS features a timeline of sorts. A greater emphasis on verisimilitude is present. A module like Tamoachan, one expects to walk in, possibly be trapped and have to fight your way out. That's part of the biz. But in one like "Return to the Temple of Elemental Evil", the party expects that this won't happen every time they foray into the dungeon...in fact, throughout most of the Crater Ridge Mines, the players will swiftly notice the change in direct reaction to their continued assualts. The core dungeons haven't changed nearly so much as the framing of those dungeons, the expanded motivations provided around it and then audience to which it's offered. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How dungeons have changed in Dungeons and Dragons
Top