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What if... D&D had been designed BEFORE The Lord of the Rings!
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<blockquote data-quote="Agback" data-source="post: 2819788" data-attributes="member: 5328"><p>I heard it was Dave Arneson's fondness for spelunking that did it, though of course both might have been influential.</p><p></p><p>I suspect that the keyed map is a more obvious way to space encounters than the keyed flowchart, which is in turn more obvious than the plot-driven adventure. If we hadn't been exploring underground labyrinths we might have been doing essentially the same in castles and temple complexes.</p><p></p><p></p><p></p><p><em>De gustibus, non disputandem est</em>. I loathe dungeons, and haven't played a dungeon-crawl since 1984. If an early genesis had produced a game that borrowed its structure and not just features from the inspirational literature I would have found that good.</p><p></p><p>You mileage might of course vary.</p></blockquote><p></p>
[QUOTE="Agback, post: 2819788, member: 5328"] I heard it was Dave Arneson's fondness for spelunking that did it, though of course both might have been influential. I suspect that the keyed map is a more obvious way to space encounters than the keyed flowchart, which is in turn more obvious than the plot-driven adventure. If we hadn't been exploring underground labyrinths we might have been doing essentially the same in castles and temple complexes. [i]De gustibus, non disputandem est[/i]. I loathe dungeons, and haven't played a dungeon-crawl since 1984. If an early genesis had produced a game that borrowed its structure and not just features from the inspirational literature I would have found that good. You mileage might of course vary. [/QUOTE]
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What if... D&D had been designed BEFORE The Lord of the Rings!
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