Why is it silly? Minions have a long tradition of sacrificing themselves for the greater good. Is the Secret Service silly?
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:If it is, what could current module designers/authors learn from 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.Quasqueton said:What should current module designers/authors try to emulate about it?
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.
Gentlegamer said:What are the better "trap dungeons" . . . ? I'm curious (being a fan of that sort of thing).
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.
...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.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...
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?