If a group sets out to play a lethal dungeon crawl - or lethal campaign in general - that's a very different thing from a DM who either sets out to murder PCs from the start, or has a tantrum and resorts to it at the drop of a hat whenever something doesn't go the way he wants.
Ok, I'll agree with you that there's no hope for a tantrum throwing, murder your PCs because I can, no warning of a lethal dungeon crawl type DM. I think the way to handle a DM (let along a person) like that is, to quote Ben Harper, "walk away and head for the door."
I can imagine that there are "DMs stuck in the module mindset". But that would simply fall under the bad DM heading.
A now-good DM could start his career using ToH, run it as a newbie and have terrible results and still learn from the experience.
Sure, and I can have a crappy karate teacher and still learn something. But if my teacher was good I'd learn a lot more and sure get more enjoyment.
The point is if you want to teach someone to be a good DM, teach them well. And IMO besides another good DM to show you the ropes, the best way to do that is via modules. Again, show don't tell.
The association that a kind of module predestines DMing quality is completely false.
Predestines? That's a total exaggeration. Don't do that.
I mean, was your first DMing experience with a module or did you make up an adventure? Did you spend more time reading the DMG than the module? That might explain why you don't highly value modules as training wheels to making a good DM.
I think, indisputably, the best way to become a good DM is to learn from a good DM in person. Next best I'd say are modules, then graduating to running your own adventures, informed by the great module design you learned from. Then perhaps the DMG and other sources/discussions which provide DM theory.
I'd also challenge the new claim here that ToH is not a "good module". It is an awesome module. As I readily agree, it isn't in MY personal preference. But it is designed with a certain style of gaming in mind and it delivers. There are TONS of RPG fans out there with great stories and memories of their adventures and misadventures through the Tomb.
*nod* I played it and it was fun, in its own quirky way.
I never said ToH was a bad module. I was drawing a comparison to Mike Mearl's description of undesirable elements in a game and offering a reflection that a lethal game isn't necessarily not fun.
But I get that there are people out there who consider "Killer DM" a real and actual phenomenon as distinct from ToH. Personally, I think it's so small as to be negligible and, frankly, is a trait of an immature person. No cure for that in any DMG or module, unless you count killing Blackleaf...