FYI, I'm mixing and matching between two of Andre's posts here.
Andre said:
First off, don't look at the modules. White box OD&D came first - modules came years later. A lot of people played before there were any modules, much less dozens (hundreds). [snip]
If you want to know where the idea of random death and destruction, "killer" dungeons, and such came from, just read the original three rulebooks.
While I appreciate your reminder's sentiment, the woodgrain boxes preceded the white box, and while I wasn't playing with either at the time that I started with Holmes Basic in '77, I am familiar with OD&D's contents
Andre said:
To all those who attribute the early killer dungeon style to "bad" GMing, remember - when the game first came out, no one knew how to GM. We muddled through, made every mistake possible (some more than once), and pretty much made it up as we went. And death wasn't always a big deal -certainly not if you were playing a character in his first adventure.
This is a good point, and one I've certainly lost sight of over the years. There was certainly plenty of discussion in TD about DMing/group play styles, and coaching to help steer groups between the Scylla and Charybdis of Monte Haulism and Killer DMism, and much of that is likely trying to help steer the player base to a more middle ground of play.
Relatedly, and supporting your point, as I read through the first D&D/AD&D tourneys described in 40 Years of GenCon (prior to the creation of more consistent tourney standards) saw many more deathtrap tourney adventures in use, seemingly.
Andre said:
I'm one of those grognards who remember going into lots of dungeons with 6-8 characters and coming out a hour later with two survivors. We rolled up replacement characters and did it all over again. It wasn't until characters reached about 6th level that deaths declined dramatically (though a TPK could still happen).
I concur heartily: PC attrition is a standard part of the game, especially if you played in larger groups (8-12+ players), or on solo missions.
Andre said:
Take a look at the examples in the original rules. I believe there's one paragraph where Gygax describes how a party can - unwittingly - descend several dungeon levels. Since early dungeons were supposed to get deadlier the lower you went, you could easily end up with 2nd-level characters facing 6th-level monsters.
Interesting - the only example of a dungeon given to prospective GM's includes a section the author says shouldn't be used. BTW, here's the continuation of your second quote. I've highlighted a few especially deadly ideas:
[snip]
Trap steps which lead up a short distance, but then go downwards for
at least two levels, with the return passage blocked by bars or a
one-way door
FWIW, I do'nt consider multi-level stairwells tricks or anything like save-or-die situations: they're
normal in OD&D (and, to a lesser degree, AD&D); same thing with slanting passages. If you descend 200' of stairs and think that you'll be facing the same level of monsters as a challenge, well, you're wrong, and you'll swiftly find out when you go from meeting ogres to rakshasas (or whatever)
Andre said:
Intra-level teleportation areas, so that a player will be transported to
a similar (or dissimilar) area on the same level, possibly activated
by touching some item (such as a gem, door, or the like)
Sinking rooms, including rooms which seem to sink, while the doors
remain shut fast for a period of several turns [snip]
Doors which are openable from one side only, which resist opening
from one side, or which appear at random intervals
These I consider quite a bit more deadly, since such channelling tricks/traps are often not reversible immediately, if at all (teleportation in particular).
Andre said:
Illusion, mind control, and geas rooms
Ditto
Andre said:
Sections which dead-end so as to trap players being pursued by
monsters
Natural passages and caverns which have varying width and direction,
so that it is virtually impossible to accurately map such areas
Space distortion corridors or stairs which seem longer or shorter
than they actually are[/i]
These I'm also less concerned about: good mapping helps, as does not tarrying long in a dead end to search for secret doors on all available walls.
Andre said:
Many of those "simple" ideas would be very lethal. While the rulebook includes a few passages about GM's not trying to kill off the characters, it's full of suggestions for how to do so. Too many GM's, myself included, took the suggestions to heart and overused them.
In fact, in looking through the books, I find that there's very little advise on properly GMing the game, but a lot of material on creating challenges that can kill the characters. No wonder many GM's killed off so many.
I'm always astonished how little advice there is on designing a good dungeon environment, myself, which always struck me as a glaring gap.
Thanks for the comments Andre, and everyone else: you've definitely given me some good ideas to ponder further.