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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="Greg Benage" data-source="post: 8864922" data-attributes="member: 93631"><p>We never used the procedures.* I played in AD&D Open tournaments at GenCon in the early 80s and they didn't use the procedures more often than not. In the last few years, procedures have become the key to the whole thing.</p><p></p><p>I agree with others upthread: The real key is to create interesting adventure locations to explore -- places with stories to discover and secrets to reveal. It's not vastly different from creating a good investigation for <em>Call of Cthulhu</em>. It takes a fair amount of work, either on the part of the designer/publisher or the DM if you're DIY.</p><p></p><p>Circling back to MC: I do think if they want to keep the equipment, they ought to go ahead and design some 5e rules for it. Ten-foot poles give advantage on checks to find pits and large mechanical traps. Bullseye lanterns provide advantage on checks to locate secret doors or other concealed details. Whatever. Like it or not, we put stuff on the character sheet these days. ETA: They do this with some stuff (climber's kit, crowbar, magnifying glass, etc.) and these are the items that actually get used IME.</p><p></p><p>* I played with a grognard in college in '85-86 (megadungeon mapped out on several sheets of blotter-size graph paper, a dozen or more players at once, PCs always start at 1st level and may be adventuring with 7th levels, etc.). He used callers. I asked him why he didn't use the time-keeping rules and he said, "I have a brain for that." But his dungeon was cool, with a layered story that we uncovered bit by bit the deeper we explored.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 8864922, member: 93631"] We never used the procedures.* I played in AD&D Open tournaments at GenCon in the early 80s and they didn't use the procedures more often than not. In the last few years, procedures have become the key to the whole thing. I agree with others upthread: The real key is to create interesting adventure locations to explore -- places with stories to discover and secrets to reveal. It's not vastly different from creating a good investigation for [I]Call of Cthulhu[/I]. It takes a fair amount of work, either on the part of the designer/publisher or the DM if you're DIY. Circling back to MC: I do think if they want to keep the equipment, they ought to go ahead and design some 5e rules for it. Ten-foot poles give advantage on checks to find pits and large mechanical traps. Bullseye lanterns provide advantage on checks to locate secret doors or other concealed details. Whatever. Like it or not, we put stuff on the character sheet these days. ETA: They do this with some stuff (climber's kit, crowbar, magnifying glass, etc.) and these are the items that actually get used IME. * I played with a grognard in college in '85-86 (megadungeon mapped out on several sheets of blotter-size graph paper, a dozen or more players at once, PCs always start at 1st level and may be adventuring with 7th levels, etc.). He used callers. I asked him why he didn't use the time-keeping rules and he said, "I have a brain for that." But his dungeon was cool, with a layered story that we uncovered bit by bit the deeper we explored. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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