Balancing encounters is an ever-present concern for GMs not wishing to slaughter the party before gameplay even gets started. Danger abounds, whether at the hands (or claws) of monsters and/or poorly avoided traps in the dark, assuring that someone will eventually die in the course of their adventures. Old-school campaigns are famously life-taking, and to hear people talk, you'd think its progenitors were wholly unconcerned with the calculated fairness characterizing modern gameplay. Challenge demands an unfair universe.
But is this actually true? In a word, of course not. Make no mistake, old-school games were unforgiving even to otherwise powerful and well-prepared adventurers, especially given random chance's unsteady hand. The answer was a deliberate paranoia and making sure to avoid even a fair fight to escape an unfortunate "1" on the dice. And really, isn't this more realistic? Why exactly would (or should) every wilderness encounter coincidentally match the wandering party's current abilities? Avoidance is a fair strategy...
Which is to say, the players were expected to bring balance upon themselves by treading cautiously while picking their battles. But gaming's creators built a way to apply some much-needed balance into their creation with the concept of level(s). This is self-explanatory to a point, with higher character/monster/spell levels denoting correspondingly greater proficiency around which to assess and assign risk. But so-called dungeon levels remain the singular brilliance of the hobby's creators, for they safeguard that sense of balance.
While dungeons may have dotted the campaign map, these early games envisioned a single underground, descending many levels and under constant renovation, where adventurers sought their fortunes. Castle Blackmoor. Or Greyhawk. These were continuous subterranean destinations, self-contained and ever-changing. And each level corresponded to the levels, where applicable, of its inhabitants, allowing players to assess the risks and balance desired rewards in a sprawling place with endless interconnected strata...
A third-level party could explore the 3rd level of the dungeon for a balanced experience or delve deeper, facing ever-increasing dangers for greater rewards in a perilous lottery, gambling everything in heroic style. Alternately, they could stick to shallower depths, living easy for sure but getting far less for their troubles. The game rewarded the former while penalizing the latter, encouraging balanced encounters but leaving this strategic option open to parties having different priorities and access to many interconnected levels.
Vertical cross sections weren't just visually cool. They laid out access to different levels for just this purpose. Maybe a secret staircase connects the first level to the third, bypassing the second and allowing a different (and undoubtably critical) order of events. Imagine finding that flaming sword before those hobgoblins. This applied horizontally as well, and good GMs avoided railroading. In any event, the dungeon formed a bounded sandbox allowing heroic adventures in a carefully balanced setting that felt completely natural...
Now all of this is doubtless "no-shit" territory for many, but it's worth noting that while game balance, ultimately the province of the GM, remains a largely top-down affair, old-school conceptions of the singular dungeon and its far-flung levels made for a bottom-up approach that was realistic, empowering, and ultimately fair. Traditional megadungeons weren't for spectacle's sake alone but serviced a complex and interconnected system made to provide a fair and balanced experience with endless options tied up in a concise package.
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