Bullgrit
Adventurer
Non-linear? I've always considered ToH as one of the most linear of dungeons ever. Explorers go from the first great hall to the second great hall to the chapel to the laboratory to the agitated chamber to the pillared throne room to the false treasure room to the crypt. No way of bypassing any of those areas; no way of taking them in a different order. There are some distraction rooms and false paths here and there, but they all dead end. (Which tells you to go back and check for what you passed/missed.)
Things like having multiple ways of getting from the first great hall to the second great hall don't make it non-linear. It's like if a dungeon had Room 1 with three doors (A, B, C) all leading to Room 2. A, B, and C may use three different tricks/gimmicks, but if they all still lead to Room 2, that's linear. Right?
For the record, I don't consider linearness to be a bad thing in itself. For something like the Tomb of Horrors, a linear path through the trap laden dungeon makes perfect sense. It's a dungeon gauntlet, not a dungeon exploration.
Bullgrit
Things like having multiple ways of getting from the first great hall to the second great hall don't make it non-linear. It's like if a dungeon had Room 1 with three doors (A, B, C) all leading to Room 2. A, B, and C may use three different tricks/gimmicks, but if they all still lead to Room 2, that's linear. Right?
For the record, I don't consider linearness to be a bad thing in itself. For something like the Tomb of Horrors, a linear path through the trap laden dungeon makes perfect sense. It's a dungeon gauntlet, not a dungeon exploration.
Bullgrit