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Running a session of Basic D&D -- my game group's experience
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<blockquote data-quote="Bullgrit" data-source="post: 5073704" data-attributes="member: 31216"><p>LOL! The module is not designed to funnel the PCs anywhere in particular. It is completely wide open with no funneling, hints, suggestions, or anything to get the PCs into the more interesting areas -- another concept that many people claim is a prime feature of "old school" dungeons. Funneling is often derided as railroading. I've seen it explained around here that any kind of map funneling is bad, and didn't exist in good classic dungeons.</p><p></p><p>Edit: <a href="http://www.enworld.org/forum/general-rpg-discussion/168563-dungeon-layout-map-flow-old-school-game-design.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/168563-dungeon-layout-map-flow-old-school-game-design.html</a></p><p></p><p>And I like this dungeon *because* it is wide open to exploration, with no funneling in any particular direction.</p><p></p><p>If the designer had any thoughts that some areas were not interesting, why would he even bother putting them in the dungeon.</p><p></p><p>Again LOL! On my second delve into this dungeon, playing a PC under a different DM, back in my earliest days of D&D, our party found the secret door in the east alcove, and we went through it. </p><p></p><p>Had my Players this time not found the western secret door, and gone down to the intersection at the end of the entry hall, they still could have gone west and ended up in the area they went to through the secret door. The only difference would have been an extra turn or two of walking.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5073704, member: 31216"] LOL! The module is not designed to funnel the PCs anywhere in particular. It is completely wide open with no funneling, hints, suggestions, or anything to get the PCs into the more interesting areas -- another concept that many people claim is a prime feature of "old school" dungeons. Funneling is often derided as railroading. I've seen it explained around here that any kind of map funneling is bad, and didn't exist in good classic dungeons. Edit: [url]http://www.enworld.org/forum/general-rpg-discussion/168563-dungeon-layout-map-flow-old-school-game-design.html[/url] And I like this dungeon *because* it is wide open to exploration, with no funneling in any particular direction. If the designer had any thoughts that some areas were not interesting, why would he even bother putting them in the dungeon. Again LOL! On my second delve into this dungeon, playing a PC under a different DM, back in my earliest days of D&D, our party found the secret door in the east alcove, and we went through it. Had my Players this time not found the western secret door, and gone down to the intersection at the end of the entry hall, they still could have gone west and ended up in the area they went to through the secret door. The only difference would have been an extra turn or two of walking. Bullgrit [/QUOTE]
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