Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Does 5e need its own, original TOMB OF HORRORS?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bawylie" data-source="post: 7520367" data-attributes="member: 6776133"><p>Those aren’t obstacles. </p><p></p><p>1.) Not every module is for everyone. If you want to write something that challenges player skill, do that. Embrace the meta-aspects and associated challenges that brings. You get a whole new level of difficulty by leaning in here. Say, for example, the “winner” is the player with the most experience points, even if everyone dies. Then charge experience points for things like instant short rests. Now you’ve got a whole “meta-game” layer of decision making that asks players to risk their point totals for potential advancement. Anyway, it doesn’t have to be an obstacle. But people ought to know if it’s a tournament style module or something like that. </p><p></p><p>2.) The province of a roll is the province of DM adjudication of Player actions. True for any game of D&D. But to this point, we have a greater understanding of challenge today than we did in the 70s. A proper challenge is a scenario wherein the players decisions determine or influence the outcome. A die roll is not a decision, but a decision may need a die roll to resolve. A new ToH wouldn’t be something that automatically had crazy high DCs (that’s merely numeric difficulty) - it would have challenges that required intelligent, calculated risks to overcome - obvious (but hard) solutions, and creative (but not so obvious) alternate solutions. Gordian Knots, so to speak. </p><p></p><p>3.) Subversion of expectations involves first understanding the expectations. It demands that you understand why things were done the way they were done before making any changes. And then changing as little as feasible. Because in order to really subvert an expectation, you have to sort of fulfill a good 80% of it. </p><p></p><p>Might be you do a survival horror scenario in an enclosed complex stalker by a single super predator type monster that’s essentially undefeatable and hunting the players as they strive to be the last to die. Maybe each room in the complex is likewise it’s own danger and maybe hides something useful. As the predator stalks players they have to navigate challenges just to get away from the baddie - all while perhaps accumulating, discovering, or creating something that actually hurts the dang thing. And maybe the players have a way to detect the baddie and communicate to one another from different areas. So they can work together on stuff even while it closes in on them. </p><p></p><p>I’d play the **** out of that.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7520367, member: 6776133"] Those aren’t obstacles. 1.) Not every module is for everyone. If you want to write something that challenges player skill, do that. Embrace the meta-aspects and associated challenges that brings. You get a whole new level of difficulty by leaning in here. Say, for example, the “winner” is the player with the most experience points, even if everyone dies. Then charge experience points for things like instant short rests. Now you’ve got a whole “meta-game” layer of decision making that asks players to risk their point totals for potential advancement. Anyway, it doesn’t have to be an obstacle. But people ought to know if it’s a tournament style module or something like that. 2.) The province of a roll is the province of DM adjudication of Player actions. True for any game of D&D. But to this point, we have a greater understanding of challenge today than we did in the 70s. A proper challenge is a scenario wherein the players decisions determine or influence the outcome. A die roll is not a decision, but a decision may need a die roll to resolve. A new ToH wouldn’t be something that automatically had crazy high DCs (that’s merely numeric difficulty) - it would have challenges that required intelligent, calculated risks to overcome - obvious (but hard) solutions, and creative (but not so obvious) alternate solutions. Gordian Knots, so to speak. 3.) Subversion of expectations involves first understanding the expectations. It demands that you understand why things were done the way they were done before making any changes. And then changing as little as feasible. Because in order to really subvert an expectation, you have to sort of fulfill a good 80% of it. Might be you do a survival horror scenario in an enclosed complex stalker by a single super predator type monster that’s essentially undefeatable and hunting the players as they strive to be the last to die. Maybe each room in the complex is likewise it’s own danger and maybe hides something useful. As the predator stalks players they have to navigate challenges just to get away from the baddie - all while perhaps accumulating, discovering, or creating something that actually hurts the dang thing. And maybe the players have a way to detect the baddie and communicate to one another from different areas. So they can work together on stuff even while it closes in on them. I’d play the **** out of that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Does 5e need its own, original TOMB OF HORRORS?
Top