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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="amerigoV" data-source="post: 5654944"><p>I recently posted that it is much like a prophecy vs. a walkthough. Upon further thought, here is what I think it does functionally:</p><p></p><ul> <li data-xf-list-type="ul"> A warning. If the owner of the abode is willing to give you information, bad juju ahead</li> <li data-xf-list-type="ul"> Hope - no matter where you are at, you have something that gives you hope that the Tomb can be defeated. Its just a problem that needs to be solved.</li> <li data-xf-list-type="ul"> Everyone can partake in solving the problem. Regardless of if it is a walkthrough or not, the whole group can try to work through what room they are in and does the poem apply. Basically, people enter the room, absorb the detail and try to relate it to the poem.</li> <li data-xf-list-type="ul"> Prophecy - as many have pointed out, the thing is maddenly obscure. That has a strong attraction to some.</li> <li data-xf-list-type="ul"> Its not a walkthrough, its a Driver. Lets face it, ToH is a big pile of deathtraps that in and of themselves are not all the interesting. A sensible person would just leave well enough alone. But the poem creates momentum to move forward. It gives hints to try something in the more complex rooms ("hmmm, maybe night's good color means...."). It gets people to touch stuff that good gaming sense says to leave well enough alone.</li> </ul><p></p><p>You strip out the poem, the ToH is just a boring killer dungeon. With the poem, it creates an interesting challenge for some.</p><p></p><p>For me, I love the idea of running ToH, but its not all that exciting to me as a player. I fall into the "hack and slasher/action" player that Gygax warned probably would not like it.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5654944"] I recently posted that it is much like a prophecy vs. a walkthough. Upon further thought, here is what I think it does functionally: [list] [*] A warning. If the owner of the abode is willing to give you information, bad juju ahead [*] Hope - no matter where you are at, you have something that gives you hope that the Tomb can be defeated. Its just a problem that needs to be solved. [*] Everyone can partake in solving the problem. Regardless of if it is a walkthrough or not, the whole group can try to work through what room they are in and does the poem apply. Basically, people enter the room, absorb the detail and try to relate it to the poem. [*] Prophecy - as many have pointed out, the thing is maddenly obscure. That has a strong attraction to some. [*] Its not a walkthrough, its a Driver. Lets face it, ToH is a big pile of deathtraps that in and of themselves are not all the interesting. A sensible person would just leave well enough alone. But the poem creates momentum to move forward. It gives hints to try something in the more complex rooms ("hmmm, maybe night's good color means...."). It gets people to touch stuff that good gaming sense says to leave well enough alone. [/list] You strip out the poem, the ToH is just a boring killer dungeon. With the poem, it creates an interesting challenge for some. For me, I love the idea of running ToH, but its not all that exciting to me as a player. I fall into the "hack and slasher/action" player that Gygax warned probably would not like it. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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