Dungeons & Dragons Online Designer Diary #3
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The first design goal was to create the ultimate dungeon crawl. I'm really fond of the old first-edition Advanced Dungeons & Dragons modules. The centerpiece of many of these was a bunch of interconnected rooms, each with some deadly menace awaiting your arrival. It might have been a cavern, a labyrinth, a tomb, or a castle, but it probably had a bunch of rooms, passageways, and little numbers, which the dungeon master used to look up room descriptions and secretly plot your demise. Ahh, good times! No D&D game should have anything less than an incredible dungeon crawl.