- A GM can easily expand a low-level dungeon by adding a secret door to a lower level, or having creatures tunnel up from below, thus allowing the dungeon to scale to the party's level as needed.
- Unless they publish a dungeon level with a note "add this below Level X of your current dungeon", the unspoken feeling among module designers is that they would need to design levels 1 through 9 of a dungeon before doing a 1oth level, which means more work for higher-level modules.
... now with 35% more arrogance!
Tuesday, October 19, 2010
James Maliszewski at Grognardia raised the question: Why so many low-level modules? And a lot of people are suggesting answers, so I might as well take a break to toss in my rather simple answer that everyone already secretly knows: because in old school play, dungeon depth equates to challenge level. The deeper you go in the dungeon, the more dangerous it becomes. This has a couple consequences: