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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5755947" data-attributes="member: 31216"><p>I think this gimmick is a great concept, but it fails disappointingly in execution.</p><p></p><p>First off, most parties of the era would probably be mapping their way through the Tomb, so before they step through the one-way doors to the south, they would know those doors just opened on the earlier hallway they had already explored. They probably would just start backtracking before stepping through the trick.</p><p></p><p>But say the party does steps through the doors to the south and find themselves unable to backtrack. OK, so they have to go through areas 23 through 30 again. </p><p></p><p>I can imagine the Players groaning and slapping their foreheads, crying, "Oh God, we have to go through all that again!?" But wait, no. Sure they have to physically walk back around, but having gone through areas 23 through 30 already, they know what to do and how to avoid the tricks and traps this second time.</p><p></p><p>Once they've gone through the false/true door, found the secret passage, opened the adamantite doors, safely navigated the pillared chamber, acquired the scepter and second key, and all that, going back through is completely safe. Even if going through 23--30 the first time was a hellish debacle full of death and embarrassment, the second time through is already solved. They just retrace the safe steps and proper actions, and they get back to where they need to be in just a few minutes.</p><p></p><p>So instead of this Area 31 being a sadistic trick, it's actually just a mild annoyance requiring the party to simply walk back through a few areas now knowing all the solutions and safe paths.</p><p></p><p>I find this back and forth of magic-is-required and then magic-is-useless to be poor. And then, for the previous door, inserting a key in the key hole was mocked as "foolish," (because it did damage), but here inserting a key is the solution. (Again, my complaint is not with the different solutions, but with the designer mocking the Players for not reading his mind.)</p><p></p><p>I completely agree. There is nothing especially ominous or stirring about this secret door opening. Heck, it's not even the first adamantite door they party has come to. (And they have no way of even knowing that this door is adamantite anyway.)</p><p></p><p>More example of the horoscope style of the poem. Write something vague that *seems* to mean something, and then let the reader interpret it after the fact to match what they experienced. I still believe that poem is gibberish, and not meant to actually serve as clues -- it's a red herring.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5755947, member: 31216"] I think this gimmick is a great concept, but it fails disappointingly in execution. First off, most parties of the era would probably be mapping their way through the Tomb, so before they step through the one-way doors to the south, they would know those doors just opened on the earlier hallway they had already explored. They probably would just start backtracking before stepping through the trick. But say the party does steps through the doors to the south and find themselves unable to backtrack. OK, so they have to go through areas 23 through 30 again. I can imagine the Players groaning and slapping their foreheads, crying, "Oh God, we have to go through all that again!?" But wait, no. Sure they have to physically walk back around, but having gone through areas 23 through 30 already, they know what to do and how to avoid the tricks and traps this second time. Once they've gone through the false/true door, found the secret passage, opened the adamantite doors, safely navigated the pillared chamber, acquired the scepter and second key, and all that, going back through is completely safe. Even if going through 23--30 the first time was a hellish debacle full of death and embarrassment, the second time through is already solved. They just retrace the safe steps and proper actions, and they get back to where they need to be in just a few minutes. So instead of this Area 31 being a sadistic trick, it's actually just a mild annoyance requiring the party to simply walk back through a few areas now knowing all the solutions and safe paths. I find this back and forth of magic-is-required and then magic-is-useless to be poor. And then, for the previous door, inserting a key in the key hole was mocked as "foolish," (because it did damage), but here inserting a key is the solution. (Again, my complaint is not with the different solutions, but with the designer mocking the Players for not reading his mind.) I completely agree. There is nothing especially ominous or stirring about this secret door opening. Heck, it's not even the first adamantite door they party has come to. (And they have no way of even knowing that this door is adamantite anyway.) More example of the horoscope style of the poem. Write something vague that *seems* to mean something, and then let the reader interpret it after the fact to match what they experienced. I still believe that poem is gibberish, and not meant to actually serve as clues -- it's a red herring. Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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