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OD&D's Dungeon Design - The Primordial Stack
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<blockquote data-quote="Gus L" data-source="post: 9382918" data-attributes="member: 7045072"><p>Thanks! Should be fixed now!</p><p></p><p></p><p>This I think is largely correct - at least for what the Lake Geneva style becomes (very quickly) by the time D&D is fully published and propogating in the wild. I also think it's a style that defines the early OSR (The "Revival" or "Forum" OSR) and maybe even what Retired Adventurer's "Six Styles" essay calls "Classic". Though I think the degree of "player knowledge" in this style, or at least the part that isn't meta knowledge, isn't really all it's hyped up as. For example I don't think we see any early dungeons designed for this style of play that talk about the in game ways that a secret door works (this as far as I know is a Jaquays thing) so it would be very hard to apply player know how and problem solving to them. I suspect instead that a lot of it is "Search and Check for traps" sung in a mantra like manner in every room (as we sang it in my first D&D game - and which still pops unbidden into my head sometimes... like when looking for a bar bathroom).</p><p></p><p>What I find fascinating though is that the design advice in OD&D isn't this!</p><p></p><p>It's something even much closer to a maze game and to me at least has hints of DUNGEON! the board game (which I am coming to think should be considered as much an early D&D as things like Blackmoor and Greyhawk). So it's design for a board game/wargame that highlights small "mazey" levels in a tall stack and really puts stuff like Craig VanGrasstek's "Game of Dungeon" into a context.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9382918, member: 7045072"] Thanks! Should be fixed now! This I think is largely correct - at least for what the Lake Geneva style becomes (very quickly) by the time D&D is fully published and propogating in the wild. I also think it's a style that defines the early OSR (The "Revival" or "Forum" OSR) and maybe even what Retired Adventurer's "Six Styles" essay calls "Classic". Though I think the degree of "player knowledge" in this style, or at least the part that isn't meta knowledge, isn't really all it's hyped up as. For example I don't think we see any early dungeons designed for this style of play that talk about the in game ways that a secret door works (this as far as I know is a Jaquays thing) so it would be very hard to apply player know how and problem solving to them. I suspect instead that a lot of it is "Search and Check for traps" sung in a mantra like manner in every room (as we sang it in my first D&D game - and which still pops unbidden into my head sometimes... like when looking for a bar bathroom). What I find fascinating though is that the design advice in OD&D isn't this! It's something even much closer to a maze game and to me at least has hints of DUNGEON! the board game (which I am coming to think should be considered as much an early D&D as things like Blackmoor and Greyhawk). So it's design for a board game/wargame that highlights small "mazey" levels in a tall stack and really puts stuff like Craig VanGrasstek's "Game of Dungeon" into a context. [/QUOTE]
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