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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="tx7321" data-source="post: 3251024" data-attributes="member: 43146"><p>Gizmo, I agree with everything you just said. And check out your post number 777! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Q: "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>I agree, and I didn't mean to say 3E was heavily railroady (compared to 2E), sorry if it came off that way <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=";)" /> . But 3E modules are different from 1E, with longer plots and story based encounters, when compared to the 1E half page of story before you reach the door of the dungeon. As Gizmo said, if they choose to follow the course of the module, thats not railroading. Its railroading when they deveate from the course (maybe go straight to the dungeon, or kill the people there supposed to be helping or getting assistance from etc.) and the DM is lost (due to the dungeon design that requires a series of tied in events). </p><p> </p><p></p><p>What was nice about 1E was that the story could be completely ignored often. You could just start at the door of the dungeon and go. How the PCs find and get to the dungeon could be completely made up by the DM and players. Perhaps they follow another group out, or find a map. Or, "strange lights" have been seen near that area at night". Thats not always as easy in 3E, where plots within the dungeon often tie to outside. As MerricB stated earlier, its moved from long megadungeons to shorter dungeons with goals that relate to one another. That "tie in" aspect could be problematic for a DM wanting to go it alone.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3251024, member: 43146"] Gizmo, I agree with everything you just said. And check out your post number 777! :) Q: "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." I agree, and I didn't mean to say 3E was heavily railroady (compared to 2E), sorry if it came off that way ;) . But 3E modules are different from 1E, with longer plots and story based encounters, when compared to the 1E half page of story before you reach the door of the dungeon. As Gizmo said, if they choose to follow the course of the module, thats not railroading. Its railroading when they deveate from the course (maybe go straight to the dungeon, or kill the people there supposed to be helping or getting assistance from etc.) and the DM is lost (due to the dungeon design that requires a series of tied in events). What was nice about 1E was that the story could be completely ignored often. You could just start at the door of the dungeon and go. How the PCs find and get to the dungeon could be completely made up by the DM and players. Perhaps they follow another group out, or find a map. Or, "strange lights" have been seen near that area at night". Thats not always as easy in 3E, where plots within the dungeon often tie to outside. As MerricB stated earlier, its moved from long megadungeons to shorter dungeons with goals that relate to one another. That "tie in" aspect could be problematic for a DM wanting to go it alone. [/QUOTE]
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