Odhanan
Adventurer
This is the gatefold introduction to the Marmoreal Tomb of Garn Pat'uul.
And this is a preview of the map on the other side, in Gygax Magazine #3:
From The Hobby Shop Dungeon facebook page at https://www.facebook.com/hobbyshopdungeon :
ADAPTABILITY OF THE MARMOREAL TOMB OF GARN PAT'UUL TO OTHER GAMES AND SYSTEMS
As you peruse through the contents of THE MARMOREAL TOMB OF GARN PAT'UUL in Gygax Magazine #3, one particular aspect of its design will become clear: As presented, it is intended to be an introduction for 1st level characters in a new original/first-edition campaign potentially leading to The Hobby Shop Dungeon in the near future. Most inhabitants of the Tomb are drifters who started inhabiting the abandoned place, or came shortly after the attack of Young Krassus on the settlement. In other words, it is the start of a classic dungeon, a burgeoning lair of evil. The inhabitants kind of bear each others' presence, but we don't have complex dungeon dynamics at work yet.
This allows for two things: (1) the DM may decide to add another layer or layers of inhabitants on top of the existing one, forward the place into the future and make it a "mature" dungeon, and/or strengthen what is already there significantly - this gives a lot of room for the DM to do his thing and customize the environment. And (2), this also allows for different types of game play, including game play with other iterations of the game, because these groups could be construed as isolated challenges, given an "Encounter Budget" or a series of "Encounter Levels", adding or subtracting opponents to "balance" the whole thing effectively according to these games' premises.
In terms of compatibility and adaptability, The Marmoreal Tomb should be ready to be used as a framework for adventure using different types of games, with more or less modifications involved.
For all TSR iterations of the game it should be a breathe. Likewise for the various Old School Revival clones and variants of these games out there.
For post-2000 versions of the game, there would probably be a little bit of readjustments of encounters to do, depending on personal play-styles, but it should be really easy, a matter of adding/subtracting creatures and allocating budgets/ELs, really. Expect the Tomb to behave significantly different under these types of game play paradigms.
The Tomb run with D&D Next would likely behave somewhere between the two previous groups of games mentioned, with variations depending on play style, again.
Other games might be more or less easy to use with the Tomb. It would be interesting to try to running it with something like RuneQuest 6 from the Design Mechanism - expect The Tomb to become really lethal under those conditions, and possibly add specific objectives for the party to fulfill.
It would be trivial to identify things like "Fronts" for a game like Dungeon World from Sage Kobold Productions and run the game from there.
A group of 0-levels from the Dungeon Crawl Classics RPG of Goodman Games adventuring through the Tomb might lead to great moments of game play, with a serious threat of a TPK, so make sure you roll a few more bakers, peasants and beggars, just in case. . .
And this is a preview of the map on the other side, in Gygax Magazine #3:
From The Hobby Shop Dungeon facebook page at https://www.facebook.com/hobbyshopdungeon :
ADAPTABILITY OF THE MARMOREAL TOMB OF GARN PAT'UUL TO OTHER GAMES AND SYSTEMS
As you peruse through the contents of THE MARMOREAL TOMB OF GARN PAT'UUL in Gygax Magazine #3, one particular aspect of its design will become clear: As presented, it is intended to be an introduction for 1st level characters in a new original/first-edition campaign potentially leading to The Hobby Shop Dungeon in the near future. Most inhabitants of the Tomb are drifters who started inhabiting the abandoned place, or came shortly after the attack of Young Krassus on the settlement. In other words, it is the start of a classic dungeon, a burgeoning lair of evil. The inhabitants kind of bear each others' presence, but we don't have complex dungeon dynamics at work yet.
This allows for two things: (1) the DM may decide to add another layer or layers of inhabitants on top of the existing one, forward the place into the future and make it a "mature" dungeon, and/or strengthen what is already there significantly - this gives a lot of room for the DM to do his thing and customize the environment. And (2), this also allows for different types of game play, including game play with other iterations of the game, because these groups could be construed as isolated challenges, given an "Encounter Budget" or a series of "Encounter Levels", adding or subtracting opponents to "balance" the whole thing effectively according to these games' premises.
In terms of compatibility and adaptability, The Marmoreal Tomb should be ready to be used as a framework for adventure using different types of games, with more or less modifications involved.
For all TSR iterations of the game it should be a breathe. Likewise for the various Old School Revival clones and variants of these games out there.
For post-2000 versions of the game, there would probably be a little bit of readjustments of encounters to do, depending on personal play-styles, but it should be really easy, a matter of adding/subtracting creatures and allocating budgets/ELs, really. Expect the Tomb to behave significantly different under these types of game play paradigms.
The Tomb run with D&D Next would likely behave somewhere between the two previous groups of games mentioned, with variations depending on play style, again.
Other games might be more or less easy to use with the Tomb. It would be interesting to try to running it with something like RuneQuest 6 from the Design Mechanism - expect The Tomb to become really lethal under those conditions, and possibly add specific objectives for the party to fulfill.
It would be trivial to identify things like "Fronts" for a game like Dungeon World from Sage Kobold Productions and run the game from there.
A group of 0-levels from the Dungeon Crawl Classics RPG of Goodman Games adventuring through the Tomb might lead to great moments of game play, with a serious threat of a TPK, so make sure you roll a few more bakers, peasants and beggars, just in case. . .
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