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Hidden Shrine of Tamoachan Issues (SPOILERS)
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<blockquote data-quote="Charlaquin" data-source="post: 7611809" data-attributes="member: 6779196"><p>My experience playing it was very similar. I really enjoyed its design as an inversion of a standard dungeon adventure - rather than delving into the dungeon to recover a powerful artifact or kill a big bad at the deepest part, you start out in the deepest part of the dungeon and your goal is to escape before the poison gas kills you. It’s awesome, and I love how the combat encounters are all relatively easy in isolation, but the difficulty still naturally builds as your resources deplete. I think it’s a great dungeon for DMs who struggle with pacing their adventuring days to run, to give them a feel for just how much strict time pressure can improve the game.</p><p></p><p>On the critical side, the constant series of long, featureless hallways gets very tedious, and as mentioned by others, it very quickly reaches the point where you don’t want to interact with anything because you know it’s just going to be a trap anyway. And an adventure that makes you <em>not</em> want to interact with the environment is not doing it’s job in my opinion. This is a dungeon that can really benefit from good telegraphing and strong adjudication.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7611809, member: 6779196"] My experience playing it was very similar. I really enjoyed its design as an inversion of a standard dungeon adventure - rather than delving into the dungeon to recover a powerful artifact or kill a big bad at the deepest part, you start out in the deepest part of the dungeon and your goal is to escape before the poison gas kills you. It’s awesome, and I love how the combat encounters are all relatively easy in isolation, but the difficulty still naturally builds as your resources deplete. I think it’s a great dungeon for DMs who struggle with pacing their adventuring days to run, to give them a feel for just how much strict time pressure can improve the game. On the critical side, the constant series of long, featureless hallways gets very tedious, and as mentioned by others, it very quickly reaches the point where you don’t want to interact with anything because you know it’s just going to be a trap anyway. And an adventure that makes you [i]not[/i] want to interact with the environment is not doing it’s job in my opinion. This is a dungeon that can really benefit from good telegraphing and strong adjudication. [/QUOTE]
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