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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Ariosto" data-source="post: 5581580" data-attributes="member: 80487"><p>It depends on what you really mean.</p><p></p><p>"Dungeon modules" in general were different from the usual foci of campaign play. Acerak's tomb was for one thing a very <em>small</em> edifice next to the sprawling dungeons of the Gygax-Kuntz Castle Greyhawk that were the model of "a good dungeon" in the original D&D sense.</p><p></p><p>"Meat grinders" were pretty common for tournament play, because they were easy to score on the basis of where the bodies fell. However, only an occasional small portion of a big dungeon would be such a packed linear gauntlet -- as an expedition such as that to the lich's repository would be but an occasional small portion of a campaign.</p><p></p><p>The aspect of testing players rather than characters was indeed very prevalent. However -- as I think Gygax suggested in the introduction to the module -- such an overwhelming emphasis on puzzles was unusual. The Tomb was a very notable change of pace in its shortage of creatures with which to interact, and not one likely to appeal to players whose joy was in "hack and slay" or "places to go, people to meet".</p><p></p><p>If memory serves, the sample dungeon in Holmes Basic was in many ways a fairly typical slice. There were monsters just to fight or avoid, characters ranging from villains to victims to potential allies, dangerous tricks and traps, mysteries to solve and maybe some enigmas.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5581580, member: 80487"] It depends on what you really mean. "Dungeon modules" in general were different from the usual foci of campaign play. Acerak's tomb was for one thing a very [I]small[/I] edifice next to the sprawling dungeons of the Gygax-Kuntz Castle Greyhawk that were the model of "a good dungeon" in the original D&D sense. "Meat grinders" were pretty common for tournament play, because they were easy to score on the basis of where the bodies fell. However, only an occasional small portion of a big dungeon would be such a packed linear gauntlet -- as an expedition such as that to the lich's repository would be but an occasional small portion of a campaign. The aspect of testing players rather than characters was indeed very prevalent. However -- as I think Gygax suggested in the introduction to the module -- such an overwhelming emphasis on puzzles was unusual. The Tomb was a very notable change of pace in its shortage of creatures with which to interact, and not one likely to appeal to players whose joy was in "hack and slay" or "places to go, people to meet". If memory serves, the sample dungeon in Holmes Basic was in many ways a fairly typical slice. There were monsters just to fight or avoid, characters ranging from villains to victims to potential allies, dangerous tricks and traps, mysteries to solve and maybe some enigmas. [/QUOTE]
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