Doug McCrae
Legend
I didn't know that about the D-series. It's surprising the number of times Gary bans certain spells in his high level modules. EX1 Dungeonland, EX2 The Land Beyond the Magic Mirror (both for levels 9-12), and WG6 The Isle of the Ape (18+) all have long lists of 'Magic that will not work in this module', a lot of it movement and informational such as teleport, dimension door and commune with nature. Not the spells that win fights, but those that give the players control over the flow of an adventure, of the structure (is this what is meant by scene-setting?) or let them 'skip to the end'.It also gets tricky if the players try to use Passwall or something similar to bypass the linearity. The more the GM piles on half-baked reasons why this doesn't work (see, eg, the D-series approach to teleport denial, which I think is on the verge of crossing the line) the more this starts once again to look like railroading by cheating - especially in a game that emphasises the importance of players using spells to achieve operational advantages, which D&D at least traditionally does.
In Tomb of Horrors, if the PCs try to go astral or ethereal they are attacked by a demon, which isn't quite as bad, but indicates the problems with high level magic when trying to run a traditional dungeon.
Gary has really no one to blame but himself here!
Last edited: