|My very first view of a dungeon via Dr. Holmes' edition of Dungeons & Dragons|
Using GURPS Dungeon Fantasy and Advanced Dungeons & Dragons 1e as my points of comparison, I have made the following observations:
- GURPS DF characters start out tough (250 points) compared to AD&D 1e characters (1st level). 250 points is considerably tougher than the average low-skill militia guard whereas a 1st level character in AD&D 1e has only the slightest edge against a similarly armed 0-level human.
- GURPS characters do advance and gain in strength but this is nothing like the huge power increase that AD&D 1e characters experience.
- GURPS character advancement is gained per session for good play whereas character advancement in AD&D 1e is based on experience points gained through slaying monsters and bringing home treasure.
- Encounter planning for AD&D 1e is simple as hit dice are an accurate measure of power. In GURPS, the ability to move and attack is maybe the best reflection of power but it is much more difficult to assess and compare (at least it is a challenge for me as a GURPS newbie). While old schoolers often mock the concept of encounter balance, the basic design of an AD&D 1e dungeon is built around it. It is a basic necessity.
Hidden in plain sight is the fact that the design of a traditional megadungeon and the most fundamental aspect of AD&D 1e, character advancement, are mirror images of each other. Monte Cook made "Things get more dangerous as you go deeper" is #1 Assumption when creating his Dungeon-A-Day project a few years ago. That is not merely a dungeon design convention, it a reflection of the most intrinsic element of the D&D game system (regardless of edition). It is really a necessity. 1st level characters have no chance against even the wussiest of creatures on the 10th Level Wandering Monster Table.
AD&D 1e character level advancement (the reflection of power) generally matches the encounter difficulties as one goes deeper in the dungeon because it has to. It is the way the developed and it is the way the game works. 1st level characters may survive an encounter with an angry elder titan, their survival is based on running and avoiding (not that this is a bad thing). My point is that the most basic element of dungeon design, Things get more dangerous as you go deeper, is not just an adventure design approach, it is a reflection of how the game system works.
A dungeon that is actually designed around GURPS can start with different assumptions. To be sure, GURPS characters do advance in ability, but it is their starting point that is the primary determinant to their toughness. A 250 point character and the GURPS system provides the GM (and the players) with a lot more freedom for encounters than is really possible with AD&D 1e. As a consequence, there can be a lot more variety (and surprises) to dungeon design. GMs do not have to adhere so closely to Things get more dangerous as you deeper.
This is a very elementary conclusion; one that is, in the words of my old physics textbook, "intuitively obvious to the casual observer." There are a lot of the observations that could be made and implications drawn. I am interested to gain a deeper understand and also have the opportunity to actually play GURPS Dungeon Fantasy. I have the thought of tweaking GURPS DF along the lines of my first dungeon experience with the Holmes version of Dungeons & Dragons, at least in terms of class and race, but I am not ready to be a GURPS GM quite yet but I am getting there.