Gus L
Explorer
I have an interest in some of the ways that D&D has evolved in the last 50 years, especially in how the dungeon crawl is played and portrayed. Lately I've been thinking about the "design forms" for dungeons and how different editions and sources from OD&D "Underworld and Wilderness Adventures" to 5E's "Dungeon Masters Guide" advise creating the adventure, specifically. I suspect from a brief exchange with @Snarf Zagyg regardign B1 v. B2 and changes in the TSR design/play style that I'm not alone in this and wonder what other people think?
The specific topic I'm reaching towards is not the aesthetics of dungeon design, but the practical advice provided by or embodied in various works, scenes or editions and how they interact with various rules (mechanics or procedure) to create distinct play styles and focuses.
To start with I think the dungeon design advice in OD&D (the 1974 "Little Brown Books") is fascinating in how much it both sets the standards for future design and how much it focuses on the aspect of player mapping and map puzzles. Likewise how the structure of the OD&D "sample" dungeon is a tall stack of smaller levels with lots of vertical connections. In many ways this design style flows naturally into the design of Jennell Jaquays (Caverns of Thracia especially), but it's also at least somewhat distinct from that of other early published dungeon designers and the practices of "home games" for both the big names of early D&D such as Gygax's Castle Greyhawk or even the dungeon design showcased in early community/fan spaces (such as Alarums & Excursions).
Anyway I wrote a fair bit more about this idea some months ago on my blog which I'm linking below.
Underground Maze & Primordial Stack
Since I'm currently thinking a lot about Jaquays' dungeon design and how it's distinct - something that goes far beyond "Jaquaysing" in the usual map focused sense, I'm quite interested in hearing what others think about the design advice in OD&D?
The specific topic I'm reaching towards is not the aesthetics of dungeon design, but the practical advice provided by or embodied in various works, scenes or editions and how they interact with various rules (mechanics or procedure) to create distinct play styles and focuses.
To start with I think the dungeon design advice in OD&D (the 1974 "Little Brown Books") is fascinating in how much it both sets the standards for future design and how much it focuses on the aspect of player mapping and map puzzles. Likewise how the structure of the OD&D "sample" dungeon is a tall stack of smaller levels with lots of vertical connections. In many ways this design style flows naturally into the design of Jennell Jaquays (Caverns of Thracia especially), but it's also at least somewhat distinct from that of other early published dungeon designers and the practices of "home games" for both the big names of early D&D such as Gygax's Castle Greyhawk or even the dungeon design showcased in early community/fan spaces (such as Alarums & Excursions).
Anyway I wrote a fair bit more about this idea some months ago on my blog which I'm linking below.
Underground Maze & Primordial Stack
Since I'm currently thinking a lot about Jaquays' dungeon design and how it's distinct - something that goes far beyond "Jaquaysing" in the usual map focused sense, I'm quite interested in hearing what others think about the design advice in OD&D?
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