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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5762003" data-attributes="member: 1356"><p>I think the dichotomy in the Tomb's reputation comes from equal parts nostalgia and ignorance. Older gamers played the Tomb 'way back when' and they only half remember all the details. What they do recall is rose-colored by all the wonder of their early days of gaming. All of it is bigger and better (and deadlier) than it actually was. Even analyzing the Tomb as we've done here won't change that large-than-life <strong><em>feeling</em></strong> they have of what the Tomb was. (Keep in mind, I consider myself one of the "they" here.)</p><p></p><p>And then there's the part where most gamers have only really skimmed when reading thru the module. As we've mentioned more than once, the Tomb's dense text and stream-of-consciousness presentation make it a challenge to really 'get' everything that's going on. I've certainly been surprised by a few things that I'd have sworn worked differently because of this thread. Combine these two things and you get the overall opinion of the Tomb that most people seem to have that, as we've found, differs from the reality.</p><p></p><p>--------</p><p></p><p>As for my thoughts on what makes the Tomb great. I'll throw out one more that hasn't been covered in all the excellent points above. For all it's faults and craziness, the Tomb is one of D&D's few examples of a "realistic", true dungeon. It's a deathtrap, pure and simple. It has no monsters because how would they survive in such a place? It makes no illogical provisions for survival because why should a deathtrap be survivable? It's a place designed by a crazy and powerful person to protect something valuable. It's rooms and themes fit the whims of it's creator (Acererack or Gary, take your pick). It's as eccentric as the person who would make such a thing would have to be so it requires no suspension of disbelief to justify it's existence. </p><p></p><p>Too often published dungeons have logical holes which put them at odds with even a fantastical "reality." Why does the dragon live in a cave with no entrances large enough for it to use? Why is this orc guarding a random collection of powerful items rather than using them to fight? What exactly do all of these monsters eat? Where do they sleep? Or go to the bathroom? Why do they even live in a place filled with pits and deadly traps to begin with? If the PCs can barely survive just walking around there how do the monsters manage? </p><p></p><p>The Tomb of Horrors has none of these faults. Random, illogical tricks and traps- sure. Radically changing expectations of what works from one room to the next- why not. Arbitrary, unavoidable death- of course! A decent representation of what an actual dungeon in a fantasy setting might actually be like- definitely! And to me, that's a big part of the Tomb's staying power.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="FoxWander, post: 5762003, member: 1356"] I think the dichotomy in the Tomb's reputation comes from equal parts nostalgia and ignorance. Older gamers played the Tomb 'way back when' and they only half remember all the details. What they do recall is rose-colored by all the wonder of their early days of gaming. All of it is bigger and better (and deadlier) than it actually was. Even analyzing the Tomb as we've done here won't change that large-than-life [b][i]feeling[/i][/b] they have of what the Tomb was. (Keep in mind, I consider myself one of the "they" here.) And then there's the part where most gamers have only really skimmed when reading thru the module. As we've mentioned more than once, the Tomb's dense text and stream-of-consciousness presentation make it a challenge to really 'get' everything that's going on. I've certainly been surprised by a few things that I'd have sworn worked differently because of this thread. Combine these two things and you get the overall opinion of the Tomb that most people seem to have that, as we've found, differs from the reality. -------- As for my thoughts on what makes the Tomb great. I'll throw out one more that hasn't been covered in all the excellent points above. For all it's faults and craziness, the Tomb is one of D&D's few examples of a "realistic", true dungeon. It's a deathtrap, pure and simple. It has no monsters because how would they survive in such a place? It makes no illogical provisions for survival because why should a deathtrap be survivable? It's a place designed by a crazy and powerful person to protect something valuable. It's rooms and themes fit the whims of it's creator (Acererack or Gary, take your pick). It's as eccentric as the person who would make such a thing would have to be so it requires no suspension of disbelief to justify it's existence. Too often published dungeons have logical holes which put them at odds with even a fantastical "reality." Why does the dragon live in a cave with no entrances large enough for it to use? Why is this orc guarding a random collection of powerful items rather than using them to fight? What exactly do all of these monsters eat? Where do they sleep? Or go to the bathroom? Why do they even live in a place filled with pits and deadly traps to begin with? If the PCs can barely survive just walking around there how do the monsters manage? The Tomb of Horrors has none of these faults. Random, illogical tricks and traps- sure. Radically changing expectations of what works from one room to the next- why not. Arbitrary, unavoidable death- of course! A decent representation of what an actual dungeon in a fantasy setting might actually be like- definitely! And to me, that's a big part of the Tomb's staying power.:) [/QUOTE]
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