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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5677498" data-attributes="member: 31216"><p>Now that we are over half way through the Tomb, I want to compare the facts of the text so far with what some folks, (mostly in other threads referring to this module), claim as truth about this adventure. The following quotes come from other threads about ToH, and they all got either xp awards from people agreeing with the assessments, or they got replies agreeing with the assessments. (So it seems that the following statements are commonly believed to be factual or truthful.)</p><p></p><p>Well, there’s only one riddle, and it is pretty difficult to discover. (I think it is even likely to be undiscovered if played by the text as written.) But even if it is discovered, it is far from a “walk through” for the Tomb. It is generally very vague, and even seemingly misleading. So far in this discussion, different people, (even those in support of the riddle), have given different, (and sometimes contradictory), interpretations of it. So this statement seems inaccurate.</p><p></p><p>We’re not seeing *anything* that lets the Players figure anything out. Every trick and trap requires taking precautions and protections, and then just testing. So this statement seems to be a completely false, (reversed from fact).</p><p></p><p>I’m not seeing any pattern for anything. Everything is guesswork. This statement seems completely false. (If there is a pattern, I really wish someone would point it out.)</p><p></p><p>Many of the tricks and traps are not particularly deadly. Some are just annoyances and attrition. This statement seems false.</p><p></p><p>Other than the riddle in the early red path, (which is vague and misleading), still not seeing any warnings or clues for or against anything. This statement seems baseless.</p><p></p><p>No, it’s not a sprawling labyrinth; it’s pretty linear with respect to ways forward. I’m still not seeing “very specific directions” or any hints or clues on how to distinguish between false leads and the correct path. Heck, false leads and the correct path are often both hidden and trapped. So this statement seems false.</p><p></p><p>Actually, there is a lot of attrition in this Tomb. And there are tests to roll many saves to move forward. This statement is definitely false.</p><p></p><p>True, because there are very few combats in this Tomb.</p><p></p><p>He doesn’t seem to follow any rules or patterns. Even if you take the proper path, you may have to make many saving throws. And screw ups haven’t all been especially deadly. This statement seems false.</p><p></p><p>There is a lot of requirement of luck, from many saving throws to many search checks (1 in 6 chance to find the secret door you must find to move forward), to picking which chest to open with no clue or hint provided.</p><p></p><p>This general statement is seeming more and more false with every numbered area we cover in this thread.</p><p></p><p>As I’ve said before, this adventure, presented as a “thinking person’s module,” is mostly “bomb-squad thinking,” (use caution and protection, then test), and little/no “Sherlock Holmes deduction thinking,” (figure out the clues and hints). For instance, when presented with three chests, there are no clues or hints for the Players to use in figuring out which chest to open or how to avoid a trap. The Players are required to assume all things are trapped, and take mitigating precautions and protections to survive or avoid the effects of the traps. </p><p></p><p>This is a legitimate play style, (one that some people really enjoy), but I’m always left wondering why those who like this module always present it as the other play style. Why say there are clues and patterns when there obviously are not? Why say it’s a “thinking person’s module” when it’s more of a “cautious and meticulous person’s module”? There’s nothing wrong with cautious and meticulous play style if that is what the group likes/prefers.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5677498, member: 31216"] Now that we are over half way through the Tomb, I want to compare the facts of the text so far with what some folks, (mostly in other threads referring to this module), claim as truth about this adventure. The following quotes come from other threads about ToH, and they all got either xp awards from people agreeing with the assessments, or they got replies agreeing with the assessments. (So it seems that the following statements are commonly believed to be factual or truthful.) Well, there’s only one riddle, and it is pretty difficult to discover. (I think it is even likely to be undiscovered if played by the text as written.) But even if it is discovered, it is far from a “walk through” for the Tomb. It is generally very vague, and even seemingly misleading. So far in this discussion, different people, (even those in support of the riddle), have given different, (and sometimes contradictory), interpretations of it. So this statement seems inaccurate. We’re not seeing *anything* that lets the Players figure anything out. Every trick and trap requires taking precautions and protections, and then just testing. So this statement seems to be a completely false, (reversed from fact). I’m not seeing any pattern for anything. Everything is guesswork. This statement seems completely false. (If there is a pattern, I really wish someone would point it out.) Many of the tricks and traps are not particularly deadly. Some are just annoyances and attrition. This statement seems false. Other than the riddle in the early red path, (which is vague and misleading), still not seeing any warnings or clues for or against anything. This statement seems baseless. No, it’s not a sprawling labyrinth; it’s pretty linear with respect to ways forward. I’m still not seeing “very specific directions” or any hints or clues on how to distinguish between false leads and the correct path. Heck, false leads and the correct path are often both hidden and trapped. So this statement seems false. Actually, there is a lot of attrition in this Tomb. And there are tests to roll many saves to move forward. This statement is definitely false. True, because there are very few combats in this Tomb. He doesn’t seem to follow any rules or patterns. Even if you take the proper path, you may have to make many saving throws. And screw ups haven’t all been especially deadly. This statement seems false. There is a lot of requirement of luck, from many saving throws to many search checks (1 in 6 chance to find the secret door you must find to move forward), to picking which chest to open with no clue or hint provided. This general statement is seeming more and more false with every numbered area we cover in this thread. As I’ve said before, this adventure, presented as a “thinking person’s module,” is mostly “bomb-squad thinking,” (use caution and protection, then test), and little/no “Sherlock Holmes deduction thinking,” (figure out the clues and hints). For instance, when presented with three chests, there are no clues or hints for the Players to use in figuring out which chest to open or how to avoid a trap. The Players are required to assume all things are trapped, and take mitigating precautions and protections to survive or avoid the effects of the traps. This is a legitimate play style, (one that some people really enjoy), but I’m always left wondering why those who like this module always present it as the other play style. Why say there are clues and patterns when there obviously are not? Why say it’s a “thinking person’s module” when it’s more of a “cautious and meticulous person’s module”? There’s nothing wrong with cautious and meticulous play style if that is what the group likes/prefers. Bullgrit [/QUOTE]
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