Just to clarify: Literal concealment of treasure is not a big issue in most (not merely the sample) 1E modules. It probably would not be very telling even if frequent, if we are assuming the leisure to get at everything in the first place.
What could make a very significant difference is how predictable it is that players shall encounter in the first place a source of XP, and in the second place actually score the points. That is rather more predictable, I think, when
-- scenarios are so linear that characters can scarcely avoid stumbling onto the monsters
-- the encounters are carefully calculated to be "appropriate" challenges
-- simply defeating the monsters secures the XP
Because the apparent bigger issue (at least to some) is the impression in some quarters that characters in 3E tend to advance more rapidly than characters in 1E, this is a question that goes beyond modules.
The (1st ed.) Advanced game, as text and as tradition, is concerned not only, or even primarily, with mere modules but with full-fledged dungeons, as described in the previous works with which familiarity is largely assumed (with dungeons via play, if not with the books via reading). If most play follows that model, then its nature is not conducive to calculations of the sort at hand.
Is there such a disjunction between, say, Sunless Citadel and what is normative 3E play? To what degree are the old concepts current, in the books and in the culture? To what degree does the very necessity for such terms as "sandbox" and "mega-dungeon" reflect a shift in norms?
There might even be different trends when comparing the whole field of modules for each game, although I think the form itself almost of necessity imposes certain constraints.
What could make a very significant difference is how predictable it is that players shall encounter in the first place a source of XP, and in the second place actually score the points. That is rather more predictable, I think, when
-- scenarios are so linear that characters can scarcely avoid stumbling onto the monsters
-- the encounters are carefully calculated to be "appropriate" challenges
-- simply defeating the monsters secures the XP
Because the apparent bigger issue (at least to some) is the impression in some quarters that characters in 3E tend to advance more rapidly than characters in 1E, this is a question that goes beyond modules.
The (1st ed.) Advanced game, as text and as tradition, is concerned not only, or even primarily, with mere modules but with full-fledged dungeons, as described in the previous works with which familiarity is largely assumed (with dungeons via play, if not with the books via reading). If most play follows that model, then its nature is not conducive to calculations of the sort at hand.
Is there such a disjunction between, say, Sunless Citadel and what is normative 3E play? To what degree are the old concepts current, in the books and in the culture? To what degree does the very necessity for such terms as "sandbox" and "mega-dungeon" reflect a shift in norms?
There might even be different trends when comparing the whole field of modules for each game, although I think the form itself almost of necessity imposes certain constraints.
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