Bullgrit
Adventurer
I see what your meaning grodog. I was just thinking along "they are built for continuous and repeated forays by multiple groups of explorers. . . . They collectively form an open environment for dungeoneering," to quote Melan's description of the OP maps.
I think published dungeons like In Search of the Unknown and Keep on the Borderland match this (but on a necessarily smaller scale). Both of these dungeons kind of "just exist" -- a DM could run multiple adventuring parties (in the same world, in the same time period) through them like EGG did in Castle Greyhawk. They're sort of perpetual dungeons.
But something like the G series, the PCs are on a mission to find information or kill the Big Boss. Once they fulfull their mission, they move on to the next, probably never to return to that dungeon. And the DM probably won't run that dungeon again for another party unless he "resets" it. (In that world, in that time period, that dungeon is "done.")
"Perpetual dungeons" vs. "mission dungeons"
Castle Greyhawk is probably the prime example of a perpetual dungeon. I think most such dungeons were left to individual DMs to create (now often referred to as "mega dungeons").
White Plume Mountain is probably a solid example of a mission dungeon. It seems that TSR chose to publish mostly mission dungoeons.
Am I explaining this well enough?
Bullgrit
I think published dungeons like In Search of the Unknown and Keep on the Borderland match this (but on a necessarily smaller scale). Both of these dungeons kind of "just exist" -- a DM could run multiple adventuring parties (in the same world, in the same time period) through them like EGG did in Castle Greyhawk. They're sort of perpetual dungeons.
But something like the G series, the PCs are on a mission to find information or kill the Big Boss. Once they fulfull their mission, they move on to the next, probably never to return to that dungeon. And the DM probably won't run that dungeon again for another party unless he "resets" it. (In that world, in that time period, that dungeon is "done.")
"Perpetual dungeons" vs. "mission dungeons"
Castle Greyhawk is probably the prime example of a perpetual dungeon. I think most such dungeons were left to individual DMs to create (now often referred to as "mega dungeons").
White Plume Mountain is probably a solid example of a mission dungeon. It seems that TSR chose to publish mostly mission dungoeons.
Am I explaining this well enough?
Bullgrit