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Would these maps make for a fun dungeon adventure?
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<blockquote data-quote="grodog" data-source="post: 2919184" data-attributes="member: 1613"><p>Yep. They're also full dungeons, which is probably a subtle nuance to what you point out above. The only AD&D module that I can recall which left rooms blank (without even a room number)---other than the B1 and B3 modules where all of the room challenges were blank and the DM would select them from the lists at the back of the advnetures---is WG5, which left many rooms undescribed (the recent redux of these levels in Dungeon 112 followed the AD&D/3e format/approach, and keyed all of the rooms in the map). Having those blank rooms encouraged me as a DM to further customize the module to my needs/tastes (beyond the usual admonitions for the DM to do so---this module really screamed out "Hey, Allan, you need to do some more work here" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ). </p><p></p><p></p><p></p><p>And the logical consequence of that is that groups would explore the dungeons; the limits of those explorations would then drive the next sessions' play: that allows the DM much more flexibility in level design (i.e., if he doesn't think the PCs are going to find the stairwell entrance to level 8 from level 5's south western corner, he doesn't have to begin design of level 8 yet). </p><p></p><p></p><p></p><p>I'm revising chunks of my version of CG and will be working up additonal levels to fill it out, hopefully to begin play by around/after GenCon (which I still haven't completely written off attending, yet). </p><p></p><p></p><p></p><p>I tend to think of the edges of level 3 in G3 and all of D1-3 as an extended underground wilderness, too. As such, they don't really follow the dungeon exploration model in my mind.</p></blockquote><p></p>
[QUOTE="grodog, post: 2919184, member: 1613"] Yep. They're also full dungeons, which is probably a subtle nuance to what you point out above. The only AD&D module that I can recall which left rooms blank (without even a room number)---other than the B1 and B3 modules where all of the room challenges were blank and the DM would select them from the lists at the back of the advnetures---is WG5, which left many rooms undescribed (the recent redux of these levels in Dungeon 112 followed the AD&D/3e format/approach, and keyed all of the rooms in the map). Having those blank rooms encouraged me as a DM to further customize the module to my needs/tastes (beyond the usual admonitions for the DM to do so---this module really screamed out "Hey, Allan, you need to do some more work here" :D ). And the logical consequence of that is that groups would explore the dungeons; the limits of those explorations would then drive the next sessions' play: that allows the DM much more flexibility in level design (i.e., if he doesn't think the PCs are going to find the stairwell entrance to level 8 from level 5's south western corner, he doesn't have to begin design of level 8 yet). I'm revising chunks of my version of CG and will be working up additonal levels to fill it out, hopefully to begin play by around/after GenCon (which I still haven't completely written off attending, yet). I tend to think of the edges of level 3 in G3 and all of D1-3 as an extended underground wilderness, too. As such, they don't really follow the dungeon exploration model in my mind. [/QUOTE]
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