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Advice for running Tomb of Horrors with a twist (+)
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<blockquote data-quote="Benjamin Olson" data-source="post: 8833031" data-attributes="member: 6988941"><p>The fun part of <em>Tomb of Horrors</em> is trying to solve the maze, and watching your characters get arbitrarily destroyed for not reading Gary Gygax's mind. Where it falls down for me is that it just does not support the sort of relationship I usually have with my player characters. The character is barely relevant.</p><p></p><p>The thing I found most disappointing about <em>Tomb of Horrors</em> as a player is that the DM had us roll up three high level characters each (not a quick process) and after all that work the adventure is basically designed around making 95% of character abilities useless. So you invest time, get excited about your high level character build, and then it hardly matters (he didn't tell us it was <em>Tomb of Horrors</em>). And, of course, it provides little opportunity for roleplaying, since the logical "in character" thing for most adventurers to to do is to just leave the place once they realize it's basically a bunch of coin flips with their life on the line.</p><p></p><p>So with infinite resurrections I would consider bumping it down to level 5 characters or so, or roughly whatever level your players are most accustomed to playing, and encourage them to play familiar character classes. Then they aren't spending a lot of time on character building or figuring out how an 15th level Monk works or whatever. I might make the whole thing some sort of lucid dream for existing characters of theirs. Or maybe everyone should roll up themselves as a D&D character, or their dog or cat, or something. Something that sets an expectation that this character will not function like a typical D&D character, with abilities and personality that actually matter, but rather as just the gamepiece and avatar of a player solving puzzles.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8833031, member: 6988941"] The fun part of [I]Tomb of Horrors[/I] is trying to solve the maze, and watching your characters get arbitrarily destroyed for not reading Gary Gygax's mind. Where it falls down for me is that it just does not support the sort of relationship I usually have with my player characters. The character is barely relevant. The thing I found most disappointing about [I]Tomb of Horrors[/I] as a player is that the DM had us roll up three high level characters each (not a quick process) and after all that work the adventure is basically designed around making 95% of character abilities useless. So you invest time, get excited about your high level character build, and then it hardly matters (he didn't tell us it was [I]Tomb of Horrors[/I]). And, of course, it provides little opportunity for roleplaying, since the logical "in character" thing for most adventurers to to do is to just leave the place once they realize it's basically a bunch of coin flips with their life on the line. So with infinite resurrections I would consider bumping it down to level 5 characters or so, or roughly whatever level your players are most accustomed to playing, and encourage them to play familiar character classes. Then they aren't spending a lot of time on character building or figuring out how an 15th level Monk works or whatever. I might make the whole thing some sort of lucid dream for existing characters of theirs. Or maybe everyone should roll up themselves as a D&D character, or their dog or cat, or something. Something that sets an expectation that this character will not function like a typical D&D character, with abilities and personality that actually matter, but rather as just the gamepiece and avatar of a player solving puzzles. [/QUOTE]
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