Is the original Tomb of Horrors a well-designed adventure module?

Is the original Tomb of Horrors a well-designed adventure module?

  • Yes

    Votes: 92 36.4%
  • No

    Votes: 131 51.8%
  • Other

    Votes: 30 11.9%

The Tomb of Horrors is not for everyone. My 2 cents is that adventures these days are meant for characters to live through, while the Tomb is a PC killer at its best. The Tomb is also from the era where D&D was a Roll-Playing Game, not a Role-Playing Game. :lol:
 

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Why is it silly? Minions have a long tradition of sacrificing themselves for the greater good. Is the Secret Service silly?

The fact that you consider the Secret Service the equivalent of telling a hireling to walk down a hall and scream if he sets off a trap is ludicrous.
 

Cake-walk

I voted yes, largely due to when it was written; with essentially no competition, it was the best published module of its time. I should note that if one were to choose a trap dungeon now, there are far better choices.

I ran it once in 2nd ed as part of Return to the Tomb of Horrors. The party actually found it to be pretty easy; far easier than a home-brew trap dungeon that I'd inflicted on them a few levels prior (which did result in a single death). For that matter, I frankly had to change a number of things so that it wouldn't be a cake-walk; the party had developed tactics by that point that would cremate any standard, non-reactive or weakly reactive dungeon (like the TOH).
 

Getting back to the original questions

Quasqueton said:
If it is, what could current module designers/authors learn from it?
The ability to make a module so challenging to players that it's remembered decades later. Few remember or care about the easy, or average ones; it's the exceptional ones (bad or good) that we remember. In the case of TOH, whether it's good or bad appears to be a matter of opinion.
Quasqueton said:
What should current module designers/authors try to emulate about it?
The difficulty in completing it successfully while performing all their goals (like staying alive). Essentially, a module that dosen't teach weaker players something about how to play better really is doing a disservice to those players.

This is not to say that TOH is a wonderful trap dungeon- it isn't. There are better published ones out there, and I've created at least one home-brew one that I think is better. However, for many players at that time, it was challenging because it required those players to think in different ways than they were used to to solve the problems given to them.

It is nice when that is (rarely) replicated in a modern module.
 
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Treebore said:
Has anyone asked Gary in his Q&A thread if he remembers why he designed it the way it is?

Anyways, see if he can be drawn into a discussion on the design decisions behind Tomb. Just make sure your courteous or he will ignore you.

He explained it in one of the early Dragon magazines; it was to humilate and frustrate players who thought they were experts at the game.

Geoff.
 

Gentlegamer said:
What are the better "trap dungeons" . . . ? I'm curious (being a fan of that sort of thing :) ).

Banewarrens has a trap-filled dungeon as the central part. It's not "only" a trap dungeon, though, because there's a plot and other locales too. IMO that adventure has the level of design most people should strive for.
 

Falkus said:
The fact that you consider the Secret Service the equivalent of telling a hireling to walk down a hall and scream if he sets off a trap is ludicrous.

Doesn't matter. Take a bodyguard of any sort. I'm sure if you thought it would make you seem smarter you could name 10 better examples. I'm not sure what the problem is - you're suggesting that being a "point man" of some kind is ludicrous?
 

Geoff Watson said:
He explained it in one of the early Dragon magazines; it was to humilate and frustrate players who thought they were experts at the game...
...by changing and making up rules to defeat them. Yeah I think I got that when I was trying to understand the byzantine manner 'saves' were handled for pits.
 

Doesn't matter. Take a bodyguard of any sort. I'm sure if you thought it would make you seem smarter you could name 10 better examples. I'm not sure what the problem is - you're suggesting that being a "point man" of some kind is ludicrous?

There's a very big difference between taking point, and sending somebody to walk down a hall to spring any traps in it.
 

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