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Nobody the Hobgoblin
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For example in our 5e campaign, we played "MinesLost Mine of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarters, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

For example in our 5e campaign, we played "Mines of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarters, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

For example in our 5e campaign, we played "Lost Mine of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarters, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

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Jack
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The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring and competing for treasuetreasure in the same huge dungeon (a so-called "Megadungeon"). If one group broke down a wall or looted a chest, these actions were persistent. The next group would encounter the wall broken, and the chest looted. So players could actually build dungeons with their characters that other players experienced.

In the very original Blackmoor proto-campaign that preceededpreceded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

For example in our 5e campaign, we played "Mines of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarterheadquarters, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring and competing for treasue in the same huge dungeon (a so-called "Megadungeon"). If one group broke down a wall or looted a chest, these actions were persistent. The next group would encounter the wall broken, and the chest looted. So players could actually build dungeons with their characters that other players experienced.

In the very original Blackmoor proto-campaign that preceeded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

For example in our 5e campaign, we played "Mines of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarter, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring and competing for treasure in the same huge dungeon (a so-called "Megadungeon"). If one group broke down a wall or looted a chest, these actions were persistent. The next group would encounter the wall broken, and the chest looted. So players could actually build dungeons with their characters that other players experienced.

In the very original Blackmoor proto-campaign that preceded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

For example in our 5e campaign, we played "Mines of Phandelver", the original intro adventure, and after clearing out the dungeon under the ruins of Tressendar manor, we retrofitted it as our new headquarters, with different players getting different rooms. We also took over leadership over the ruined castle and goblin tribe in the woods, after defeating the hobgoblins and goblins, and had the goblins protect it for us. So, depending on what you consider a "dungeon", we did build one or two, even in 5e. We also set up traps and protections like arcane locks. But of course, no adventures for other players ever took place in these dungeons.

added 28 characters in body
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Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770

The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring (andand competing) for treasue in the same huge dungeon (a so-called "Megadungeon"). If one group broke down a wall or looted a chest, these actions were persistent. The next group would encounter the wall broken, and the chest looted. So players could actually build dungeons with their characters that other players experienced.

So the separation between the DM providing adventures and other players was a lot less strict. One player even set up (without others knowing about this) a hireling service in town, that other groups would hire henchmen from. But unbeknownst to them, these attractively priced henchmen would the act as spies for him and inform him on juicy treasures found but not yet secured.

In the very original Blackmoor proto-campaign that preceeded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring (and competing) in the same huge dungeon (a so-called "Megadungeon"). So players could actually build dungeons with their characters that other players experienced. In the very original Blackmoor proto-campaign that preceeded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

The campaign styles also have changed. In the original campaign that led to the publication of D&D, play happened by many different groups of players all adventuring and competing for treasue in the same huge dungeon (a so-called "Megadungeon"). If one group broke down a wall or looted a chest, these actions were persistent. The next group would encounter the wall broken, and the chest looted. So players could actually build dungeons with their characters that other players experienced.

So the separation between the DM providing adventures and other players was a lot less strict. One player even set up (without others knowing about this) a hireling service in town, that other groups would hire henchmen from. But unbeknownst to them, these attractively priced henchmen would the act as spies for him and inform him on juicy treasures found but not yet secured.

In the very original Blackmoor proto-campaign that preceeded even that one and invented RPGs as we know them, one of the players became a vampire, who then terrorized others in the dungeon under Blackmoor castle, which led to the invention of the cleric class. Today we tend not to play like that any more, there is a much cleaner separation between the DM, who runs the world and all the bad guys, dungeons, and other adventure locations, and the players who form a small party of characters that works (more or less well) together adventuring in that world.

added 28 characters in body
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Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770
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added 355 characters in body
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Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770
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added 16 characters in body
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Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770
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added 54 characters in body
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Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770
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Source Link
Nobody the Hobgoblin
  • 128.9k
  • 17
  • 372
  • 770
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