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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="gizmo33" data-source="post: 3250422" data-attributes="member: 30001"><p>Ok, sorry about the confusion. However, I still disagree with what you said about S1 conforming to the OP's definition. IMO, here's the significant part:</p><p></p><p></p><p></p><p>So the question IMO is "does the module's design make the DM want to follow a certain sequence." Of course this seems like it depends on the individual DM running the module, and his prep time (which has been my experience). I don't find that to be the case with S1 or GDQ at all. I do find that to be the case with other modules - it usually comes down to how many parts of the module assume some prior set of events or conditions (ex. that an NPC encountered earlier survives a battle, or that only a certain amount of time has passed between encounters)</p><p></p><p></p><p></p><p>I don't find a lot of difference in 1E and 3E. I think the prize for "railroadiest" modules would go to 2E, I recall some obscure Forgotten Realms modules that were extremely (and intentionally, I think) linear and novel-like.</p><p></p><p>(Edit: Also - I should emphasize the part about "it depends on the DM". There are modules/adventures in Dungeon that I've run that have been extremely railroady in the way they are written but because of the unique circumstances of my campaign (choices that I knew the players would make) they were a natural fit for a very open-ended campaign. So I think it also greatly depends on how the DM adapts the material to the campaign.)</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3250422, member: 30001"] Ok, sorry about the confusion. However, I still disagree with what you said about S1 conforming to the OP's definition. IMO, here's the significant part: So the question IMO is "does the module's design make the DM want to follow a certain sequence." Of course this seems like it depends on the individual DM running the module, and his prep time (which has been my experience). I don't find that to be the case with S1 or GDQ at all. I do find that to be the case with other modules - it usually comes down to how many parts of the module assume some prior set of events or conditions (ex. that an NPC encountered earlier survives a battle, or that only a certain amount of time has passed between encounters) I don't find a lot of difference in 1E and 3E. I think the prize for "railroadiest" modules would go to 2E, I recall some obscure Forgotten Realms modules that were extremely (and intentionally, I think) linear and novel-like. (Edit: Also - I should emphasize the part about "it depends on the DM". There are modules/adventures in Dungeon that I've run that have been extremely railroady in the way they are written but because of the unique circumstances of my campaign (choices that I knew the players would make) they were a natural fit for a very open-ended campaign. So I think it also greatly depends on how the DM adapts the material to the campaign.) [/QUOTE]
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