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Dungeonland ex1
Dungeonland ex1




dungeonland ex1

Second, Dungeonland is clearly meant to challenge the player, not his character. It has no rhyme or reason there is no grand explanation for how or why Dungeonland exists, except that Gary Gygax felt, as have many other old school referees, that Lewis Carroll's imaginary world serves as a great inspiration for a whimsical, if deadly, adventure.

dungeonland ex1

First and foremost, module EX1 is a classic "funhouse" module. I'm not sure one can necessarily draw any conclusions about Gary's opinions on the state of the game he helped created almost a decade earlier, but I think it's interesting to note that, just as the Hickman Revolution was building up a head of steam, the Dungeon Master was producing not one but several modules that ran counter to the adventure design principles in vogue at the time.ĭungeonland - an obvious pun on "Wonderland" - sits on the faultlines of a couple bugaboos of gaming and, like many similar modules, one's reaction to it is a good indication of how in tune one is with the pulse of the early hobby. Then have them descend, ever so slowly, into the “front door” of Dungeonland.Published in 1983, Dungeonland, like so many of the modules written by Gary Gygax in the last few years of his time at TSR, is a throwback, an atavism, a reminder of the early days of the hobby. At a convenient point-for you, not for the party-have them fall into a pit or have a passageway suddenly become a perpendicular shaft. Conceal this module within the body of your game material. I have tried these methods, and they put players on guard immediately. That is, they will not see a white rabbit and a rabbit hole anywhere, nor will they discover a looking glass to pass through.

dungeonland ex1

When you insert this module into your campaign, do so without alerting the players.






Dungeonland ex1