Agreeing with Tavis. The question is a litttle tough because Gygax wrote so much stuff. In general I think Arneson's modules were a little looser with had less of an interest in linear missions - "go do x" and more emphasis on setting up scenarios which players could approach with whatever goals they pleased. Kinda sorta anyway. Garbage pits and DNA/DOA are both pretty mission oriented but players have a number of options regarding what side they choose or what outcomes they want. Haunted Lighthouse is pretty much a one way affair, IIRC, but it was a tournament mod so maybe a bit different. <shrug> Interesting question
Last Edit: May 9, 2010 19:30:41 GMT -6 by aldarron
1) Intersections are not right angles; hallways do not run according to the compass rose.
Just thinking a little more about this lately and it really is a noticeable hallmark of Arnesons dungeons. If you look at the maps Gygax did, Tharizdun for example or the photos floating around of the Greyhawk dungeon maps or the sample dungeon in the DMG - they are all basically right angle affairs square block rooms and right angle corridors.
Arnesons dungeons in FFC and Totf are all non right/bent angles with many multishaped rooms.
I'll have to pull out FFC again, aldarron---my recollection of its levels definitely doesn't jibe with the characterization of their angularity* vs. GH, but it has absolutely been years since I've looked at it last, too. And, either way, I'm sure both maps would be fun to play and challenge to map in their own ways
* FWIW, if you rotate the level 6 BM map 45 degrees relative to the grid, it's a lot more right-angly than it initially appears to be---which isn't to say that the other levels may not be less "on grid" than that one, either!