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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="Bedrockgames" data-source="post: 8862571" data-attributes="member: 85555"><p>I don't play 5E so I wasn't commenting on that editions ability or inability to manage dungeons I would use different language than pemerton but I broadly agree that one feature of the older approach is more direct interaction with the environment. This is I think a dividing line between TSR D&D and WOTC D&D. This isn't a commentary on what the game ought to be, but something I've noticed generally and I think it goes beyond dungeon play as you point out. I used to run almost exclusively Ravenloft campaigns and most of my adventures tended to fall into the monster hunt or investigation category (not all but that was the easiest pattern for me to plan for as a GM). When I switched to 3E, something felt radically different about the setting. For years I chalked that difference up to nostalgia but around 2008, I ran a Ravenloft campaign using the old 2E rules and I pretty immediately understood what the difference had been, as the old feel also came back. While 2E had optional NWPs and had mechanics for interacting with the environment (it still has abilities like Detect Traps after all), it also left a lot of that to the players describing what they do, the GM figuring out what worked. Also you didn't have skills like bluff, Perception, diplomacy, etc (the closest you have in the PHB is Etiquette but that is a knowledge skill you don't use it as a verb like Bluff, you simply use it so the GM can tell you what you know about what etiquette is called for in that situation. I think the combination players interacting more with their environment, not being able to rely as much on stuff like Bluff had a pretty big impact on the game. I am not saying it is better, but I personally enjoyed the game a lot more. Granted technically a lot of these things were still present in the system if you pulled certain levers (for instance you could call for a perception check to see if players know something-----I even have a 2E module where a wisdom check is called for to see if players are awakened in the night by a threat). But they were generally not buttons players pressed like bluff, the standard was for the GM to call for the wisdom check if it felt appropriate. There were many other things as well that impacted the feel but these seemed to be the big ones.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8862571, member: 85555"] I don't play 5E so I wasn't commenting on that editions ability or inability to manage dungeons I would use different language than pemerton but I broadly agree that one feature of the older approach is more direct interaction with the environment. This is I think a dividing line between TSR D&D and WOTC D&D. This isn't a commentary on what the game ought to be, but something I've noticed generally and I think it goes beyond dungeon play as you point out. I used to run almost exclusively Ravenloft campaigns and most of my adventures tended to fall into the monster hunt or investigation category (not all but that was the easiest pattern for me to plan for as a GM). When I switched to 3E, something felt radically different about the setting. For years I chalked that difference up to nostalgia but around 2008, I ran a Ravenloft campaign using the old 2E rules and I pretty immediately understood what the difference had been, as the old feel also came back. While 2E had optional NWPs and had mechanics for interacting with the environment (it still has abilities like Detect Traps after all), it also left a lot of that to the players describing what they do, the GM figuring out what worked. Also you didn't have skills like bluff, Perception, diplomacy, etc (the closest you have in the PHB is Etiquette but that is a knowledge skill you don't use it as a verb like Bluff, you simply use it so the GM can tell you what you know about what etiquette is called for in that situation. I think the combination players interacting more with their environment, not being able to rely as much on stuff like Bluff had a pretty big impact on the game. I am not saying it is better, but I personally enjoyed the game a lot more. Granted technically a lot of these things were still present in the system if you pulled certain levers (for instance you could call for a perception check to see if players know something-----I even have a 2E module where a wisdom check is called for to see if players are awakened in the night by a threat). But they were generally not buttons players pressed like bluff, the standard was for the GM to call for the wisdom check if it felt appropriate. There were many other things as well that impacted the feel but these seemed to be the big ones. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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