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Leveling assumptions then and now
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<blockquote data-quote="Philotomy Jurament" data-source="post: 5029227" data-attributes="member: 20854"><p>If you look at the earliest material, it's pretty clear that the game was "more than the dungeon" right from the beginning. The dungeon was important, but it wasn't all there was. </p><p></p><p>Arneson's <em>First Fantasy Campaign</em>, which includes his Blackmoor dungeons, is full of material on the terrain, castle, town, and political divisions outside the dungeon. In fact, you can see the strong wargaming influence, since the various sides have orders of battle, complete with troop strengths, seasonal incomes, et cetera.</p><p></p><p>The original D&D rules are jam-packed with information relating to wilderness adventures and the campaign, as well as information on the "underworld" (i.e. the dungeon). Gygax includes all the same sort of information that is evident in <em>First Fantasy Campaign</em>: upkeep costs, prices for construction, troop and hireling prices, barony management, aerial combat, naval combat, et cetera. Again, pointing to a dynamic campaign and defined campaign that includes, but is not limited to, the dungeon.</p><p></p><p>Re: B1</p><p></p><p>Just as a point of comparison, the first level of my Cromlech Tor dungeon has around 100 numbered areas: so the first level is twice the size of the first two levels of B1. I'm developing Cromlech Tor according to the <a href="http://www.philotomy.com/#creating_dungeon" target="_blank">basic plan and philosophy described here</a>.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5029227, member: 20854"] If you look at the earliest material, it's pretty clear that the game was "more than the dungeon" right from the beginning. The dungeon was important, but it wasn't all there was. Arneson's [i]First Fantasy Campaign[/i], which includes his Blackmoor dungeons, is full of material on the terrain, castle, town, and political divisions outside the dungeon. In fact, you can see the strong wargaming influence, since the various sides have orders of battle, complete with troop strengths, seasonal incomes, et cetera. The original D&D rules are jam-packed with information relating to wilderness adventures and the campaign, as well as information on the "underworld" (i.e. the dungeon). Gygax includes all the same sort of information that is evident in [i]First Fantasy Campaign[/i]: upkeep costs, prices for construction, troop and hireling prices, barony management, aerial combat, naval combat, et cetera. Again, pointing to a dynamic campaign and defined campaign that includes, but is not limited to, the dungeon. Re: B1 Just as a point of comparison, the first level of my Cromlech Tor dungeon has around 100 numbered areas: so the first level is twice the size of the first two levels of B1. I'm developing Cromlech Tor according to the [url=http://www.philotomy.com/#creating_dungeon]basic plan and philosophy described here[/url]. [/QUOTE]
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