Testament
First Post
sinecure said:Actually, the weren't. And more importantly, neither is D&D. Let's just call this Major Fallacy #2. Another one en vogue at the moment. D&D is about being a hero.
Ah, so killing the EVIL monsters and taking their stuff. Gotcha.
Not trying to be obnoxious, just trying to get my point across. I don't know what you meant if you actually believe RPG rules have no role in regards to roleplaying. That's Major Fallacy #1 again. (known in indie circles as system doesn't matter) And yes, all the editions of D&D are roleplaying games. It just so happens 4e places the least priority in its rules on roleplay.
Does roleplay need rules? How does a system encourage roleplaying in terms of character interaction? Creating rules for it, more often than not, just leads back to the hideous argument about rules DISCOURAGING roleplaying (Diplomacy skill, I'm looking at you again...)
I am 100% on board as a commercial endeavor. Miniatures simply make more profit. As to what makes a good roleplaying game, DDM repeatedly removes one from behaving in character throughout play. (Not good for an RPG)
You have got to be kidding me. Dice or any kind of physical object at that point as an action resolution mechanic at that point are badwrongfun are they, since they remove you from behaving in character? See, I can be a reductionist too.
And honestly, what is this adventure doing making encounters for DMs? It's like it is telling them to railroad the PCs. Modules are fluid. You can't predict who will be where during design, before play even begins. Old designs didn't fall into this trap. As if the world doesn't change depending on the PCs actions. Sheesh.
That's why there's a GM last time I checked, to change the flow and course of things. And if an adventure isn't supposed to provide encounters, then what is it supposed to do? Last time I checked, a dungeon of any kind is an adventure flowchart designed for the exclusive purpose of funelling players into the required area/events.
Tomb of Horrors is also widely regarded as one of the shining examples of adventure design for high level play. That high level adventures have turned into the worst designs as of late bodes poorly for the hobby. You really should take a look at it again. Only the best players will be able to beat it. I'm afraid your opinion may be clouding your judgement, but as it is so central to the core philosophy of D&D, I can't understand how you could hate it and yet enjoy this game.
I have taken a look at it, indeed I ran it under 1E rules (thank god I know some old gamers who own the relevant books) and made my players sign a waiver not to be angry at me or hurt me when they got killed again.
In terms of design its a good example of using non-combat challenges, and that's about it. I fail to see how its central to the core philosophy of D&D though, when in terms of implementation of that design its a steaming pile of highly radioactive, sarin-gas emitting feces. Indeed, the prospect of it EVER being central scares me and makes me glad I started with 3E. The sheer arbitrary nature of the encounters offends me in so many ways as both a player and a GM that I'm bewildered as to how anyone could possibly think it ever was a good adventure. You chose B in this situation out of A-Q? You're dead. You stood on tile 4 of 287? Dead, and so is he.