Gus L
Adventurer
I wrote an essay the other day on the way Gygax designed his dungeons, specifically around the idea that many of his most famous dungeons are a break from the advice in OD&D. They are not randomly or otherwise quickly generated "funhouses" the several levels and a lot of efforts to thwart player navigation where random encounters produce most of the conflict. Instead, Gygax's most famous modules are "Fortresses" where he's made a naturalistic effort to create a learnable, coherent and themed space, where the primary obstacle is a powerful organized foe that can only be confronted with "Combat as War" tactics.
I am curious what other people think of this thesis so I'm sharing the blog here:
alldeadgenerations.blogspot.com
I am curious what other people think of this thesis so I'm sharing the blog here:

GYGAX'S FORTRESS
Gary Gygax is probably the best known name in Role Playing Games -- still, nearly 15 years after his death. Considered Dungeons & Dragons’ ...