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<blockquote data-quote="Reynard" data-source="post: 3768105" data-attributes="member: 467"><p>Try giving your 1e DMG a re-read. You'll note, as you do so, that there's a lot of information in there regarding what's in a dungeon and what makes an exploratory dungeon delve adventure. I just started running ToEE for my 1E game - and adventure that I have never read, played through or run before -- and I immediately noticed a couple things: 1) half the rooms are empty (this is a good thing, it provides for natural rest points as well as allowing PCs to explore without the threat of imminent combat), and 2) the scenario is wide open regarding the players' action (even the local farmers have stats and treasure; while it isn't necessarily a good thing if the party decides to burn and loot Hommlett, the information is there should such a thing happen).</p><p></p><p>I think people have a lot of memories about 1E that focus on the negatives aspects -- i.e. the DMG stating that the DM is "god", etc... -- and totally ignoring the positive aspects -- i.e. the importance of maintaining game balance, the importance of pushing players to rely on their own skills instead of those of their PCs, etc... I would implore anyone who has access to really read the 1E DMG and see if they don't come away with a feeling of "This is how D&D is meant to be, and it is fun!"</p><p></p><p>it is easy to focus on the m-u that a house cat can kill, but it isn't representative of the game at all. it is cherry picking for the purpose of being negative and throws out the baby with bath water, as it were, in regards to what made D&D so good, and commercially successful, in the first place.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3768105, member: 467"] Try giving your 1e DMG a re-read. You'll note, as you do so, that there's a lot of information in there regarding what's in a dungeon and what makes an exploratory dungeon delve adventure. I just started running ToEE for my 1E game - and adventure that I have never read, played through or run before -- and I immediately noticed a couple things: 1) half the rooms are empty (this is a good thing, it provides for natural rest points as well as allowing PCs to explore without the threat of imminent combat), and 2) the scenario is wide open regarding the players' action (even the local farmers have stats and treasure; while it isn't necessarily a good thing if the party decides to burn and loot Hommlett, the information is there should such a thing happen). I think people have a lot of memories about 1E that focus on the negatives aspects -- i.e. the DMG stating that the DM is "god", etc... -- and totally ignoring the positive aspects -- i.e. the importance of maintaining game balance, the importance of pushing players to rely on their own skills instead of those of their PCs, etc... I would implore anyone who has access to really read the 1E DMG and see if they don't come away with a feeling of "This is how D&D is meant to be, and it is fun!" it is easy to focus on the m-u that a house cat can kill, but it isn't representative of the game at all. it is cherry picking for the purpose of being negative and throws out the baby with bath water, as it were, in regards to what made D&D so good, and commercially successful, in the first place. [/QUOTE]
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