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General Tabletop Discussion
*TTRPGs General
Is the original Tomb of Horrors a well-designed adventure module?
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<blockquote data-quote="painandgreed" data-source="post: 2913223" data-attributes="member: 24969"><p>And I think it can be addressed from the other point and judged by the design goals of the party playing it. There are as many different play styles as groups playing. In some play styles it will be a good match and others it will not be. Nowhere do we define design criteria and the point of this post was in reference to designing modules today, so definatly design goals that were missing then that exist today apply. THere is a long list of design criteria, but not all will be important to every campaign. Some will be essential to one only to be the bane of others.</p><p></p><p>With reguards to vercimilitude, I think including clues to the traps inside the dungeon is a bad idea, with some caveats. I think providing clues outside the dugeon is a good idea. If players are going into such a ledgendary dungeon, then they should ask around with bards, ancient texts, ask dragons, etc for clues and there it would be good for them to find such a poem as it might have been given to an ally of the demi-lich's at one time. Two, if they are found inside the dungeon, then they should not be easy as they will be mnemonic devices to help somebody who already knows the answer remember what it is while still leaving it obscured for those who don't. Again, the solutions to such things should ideally be found before going into the dungeon, not in the middle of it.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2913223, member: 24969"] And I think it can be addressed from the other point and judged by the design goals of the party playing it. There are as many different play styles as groups playing. In some play styles it will be a good match and others it will not be. Nowhere do we define design criteria and the point of this post was in reference to designing modules today, so definatly design goals that were missing then that exist today apply. THere is a long list of design criteria, but not all will be important to every campaign. Some will be essential to one only to be the bane of others. With reguards to vercimilitude, I think including clues to the traps inside the dungeon is a bad idea, with some caveats. I think providing clues outside the dugeon is a good idea. If players are going into such a ledgendary dungeon, then they should ask around with bards, ancient texts, ask dragons, etc for clues and there it would be good for them to find such a poem as it might have been given to an ally of the demi-lich's at one time. Two, if they are found inside the dungeon, then they should not be easy as they will be mnemonic devices to help somebody who already knows the answer remember what it is while still leaving it obscured for those who don't. Again, the solutions to such things should ideally be found before going into the dungeon, not in the middle of it. [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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