![]() For example, the DM could look up puzzles from books and other sources and put them into the dungeon, with aesthetic changes as needed. The players themselves must figure it out, and the DM should design and narrate the dungeon accordingly. The wizard or rogue cannot just roll a skill to solve a riddle to open a magically locked door. ![]() Instead, these classic dungeons challenge the players themselves to find the solution with their real-life INT checks, so to speak. Some sessions might allow the players to find the secret passage or solve the puzzle through RP like that, but not old-school dungeons. That is, the players can't always make an Investigation check or a Perception check and succeed at any puzzle with a high result. When a DM creates and runs a nostalgia-based dungeon, the dungeon's monsters, traps, layout, and, most of all, the puzzles should directly challenge the players. This is another factor of dungeon design that's universal among all editions of D&D, but old-school dungeons put more emphasis on it, and that's what makes them stand out.
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