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Best Version to Experience Tomb of Horrors? (+)
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<blockquote data-quote="Celebrim" data-source="post: 8847842" data-attributes="member: 4937"><p>Use the version you have the highest system mastery in.</p><p></p><p>Whatever system you use, the module depends on adopting processes of play that emphasis player skill over character skill, and which encourages players to interact with the fiction in concrete ways. At no point in the module can you adjudicate the claim, "I do a search check." You always need to know with what and how, and you the GM will need to decide if the answer to that proposition is "Yes success", "No failure", or "Roll the dice" in a way that is fair and which is exciting. The module won't for the most part tell you. You need to be an expert at that.</p><p></p><p>The module doesn't for the most part depend on the rules. Mostly the text says, "IF this happens, the players are dead.", and the players aren't going to survive because of hit points but because in three seconds after you said something they come up with some sort of plan. Many sections involve adjudicating the situation in real time or using fractions of rounds. You'll need to be really comfortable with the rules of the edition.</p><p></p><p>Whatever edition you have, have the 1e version of the text and be familiar with it so you really understand what Gygax was going for.</p><p></p><p>I would use 1e or 3e edition myself. Remember that the module is not about combat though. A proper translation of the dungeon makes it survivable by characters of any level. The only advantage being higher level gives you is slightly more resources to survive making a mistake. If the translation forces lots of combat on the players, or conversely if the translation doesn't have instant death no save and problems no amount of character skill can solve, then it's not a good translation.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8847842, member: 4937"] Use the version you have the highest system mastery in. Whatever system you use, the module depends on adopting processes of play that emphasis player skill over character skill, and which encourages players to interact with the fiction in concrete ways. At no point in the module can you adjudicate the claim, "I do a search check." You always need to know with what and how, and you the GM will need to decide if the answer to that proposition is "Yes success", "No failure", or "Roll the dice" in a way that is fair and which is exciting. The module won't for the most part tell you. You need to be an expert at that. The module doesn't for the most part depend on the rules. Mostly the text says, "IF this happens, the players are dead.", and the players aren't going to survive because of hit points but because in three seconds after you said something they come up with some sort of plan. Many sections involve adjudicating the situation in real time or using fractions of rounds. You'll need to be really comfortable with the rules of the edition. Whatever edition you have, have the 1e version of the text and be familiar with it so you really understand what Gygax was going for. I would use 1e or 3e edition myself. Remember that the module is not about combat though. A proper translation of the dungeon makes it survivable by characters of any level. The only advantage being higher level gives you is slightly more resources to survive making a mistake. If the translation forces lots of combat on the players, or conversely if the translation doesn't have instant death no save and problems no amount of character skill can solve, then it's not a good translation. [/QUOTE]
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