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Official Tomb of Horrors 3.5 conversion (merged)
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<blockquote data-quote="Slobber Monster" data-source="post: 2694883" data-attributes="member: 27687"><p>* SPOILERS *</p><p></p><p>I'm thinking of running this down the line, but I can't make up my mind how I want to fit it in. The Tomb seems great for a Kill Things and Take Their Stuff campaign, and my players would be sufficiently motivated by greed to go along with that. However, I might want to make it part of a story arc, probably by sticking a super-MacGuffin in the Acererak's vault. I suppose if I do that I'll have to add fake MacGuffins to the false trease rooms. I guess it shouldn't affect the tone of the module much either way.</p><p></p><p>The more difficult question I've been pondering is whether to add an element of time pressure to go along with the MacGuffin. As is, the design of the module pretty much lets you rest between every single trap, fight and room. This makes every obstacle that can't cause instant death to a 9th level character almost a non-event. It also allows a party to burn through <em>auguries</em> and <em>divinations</em> while pondering every little decision, and to flood the place with summoned critters to do their trap detection. I don't mind that these tactics are effective, but I don't think I want to allow them unlimited effectiveness.</p><p></p><p>If I do add time pressure, then it would probably be in the form of a "race against the clock", with the timer set on the order of 4-7 days. After that the event they need the MacGuffin for transpires, or the Tomb plane shifts away, or whatever. Does this seem appropriate to those with experience running the tomb? I just want to impose enough level of resource management that the decision to press on or call it a day has some meaning. I don't like the meta-gaming involved in tying the character's decisions to out of game activity, so the module's suggestion to let the characters rest between sessions is out of the question.</p></blockquote><p></p>
[QUOTE="Slobber Monster, post: 2694883, member: 27687"] * SPOILERS * I'm thinking of running this down the line, but I can't make up my mind how I want to fit it in. The Tomb seems great for a Kill Things and Take Their Stuff campaign, and my players would be sufficiently motivated by greed to go along with that. However, I might want to make it part of a story arc, probably by sticking a super-MacGuffin in the Acererak's vault. I suppose if I do that I'll have to add fake MacGuffins to the false trease rooms. I guess it shouldn't affect the tone of the module much either way. The more difficult question I've been pondering is whether to add an element of time pressure to go along with the MacGuffin. As is, the design of the module pretty much lets you rest between every single trap, fight and room. This makes every obstacle that can't cause instant death to a 9th level character almost a non-event. It also allows a party to burn through [i]auguries[/i] and [i]divinations[/i] while pondering every little decision, and to flood the place with summoned critters to do their trap detection. I don't mind that these tactics are effective, but I don't think I want to allow them unlimited effectiveness. If I do add time pressure, then it would probably be in the form of a "race against the clock", with the timer set on the order of 4-7 days. After that the event they need the MacGuffin for transpires, or the Tomb plane shifts away, or whatever. Does this seem appropriate to those with experience running the tomb? I just want to impose enough level of resource management that the decision to press on or call it a day has some meaning. I don't like the meta-gaming involved in tying the character's decisions to out of game activity, so the module's suggestion to let the characters rest between sessions is out of the question. [/QUOTE]
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