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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="Melan" data-source="post: 2916820" data-attributes="member: 1713"><p>In the case of the AD&D module family, things were moving in that direction already. But some of the earlier modules - such as ToH, <strong>White Plume Mountain</strong>, <strong>Lost Caverns of Tsojcanth</strong>, Judges Guild's <strong>Tegel Manor</strong> and <strong>Thieves of Fortress Badabaskor</strong> - were more about imporbable, surreal challenges for dungeon explorers. Truth to tell, I have my limits - Merle Davenport's <strong>Killer Kitchen</strong> in the Dungeoneer Magazine [an old fanzine, not to be confused with today's Dungeon] isn't the thing I am looking for today. Even if the idea of getting assaulted by rapid-firing coffee mills is a cool concept. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>Still, this surrealism has its place I think. In fact, I don't buy the argument that this is a "juvenile" form of gaming. It would have been much more logical, even straightforward, to base OD&D on more "mundane" fantasy such as Tolkien or Howard. That EGG and Dave Arneson didn't do this isn't necessarily a form of immaturity. I think it has more to do with what they wanted out of the game - they seem to have liked the whole fantastic aspect. Maybe it was a conscious design effort, maybe not. From my perspective, they created a game which was a whole lot of fun in its "unevolved" state, independent of how fun or unfun other approaches are. All in all, I think ToH <strong>can</strong> and <strong>should</strong> be judged on its own context.</p></blockquote><p></p>
[QUOTE="Melan, post: 2916820, member: 1713"] In the case of the AD&D module family, things were moving in that direction already. But some of the earlier modules - such as ToH, [B]White Plume Mountain[/B], [B]Lost Caverns of Tsojcanth[/B], Judges Guild's [B]Tegel Manor[/B] and [B]Thieves of Fortress Badabaskor[/B] - were more about imporbable, surreal challenges for dungeon explorers. Truth to tell, I have my limits - Merle Davenport's [B]Killer Kitchen[/B] in the Dungeoneer Magazine [an old fanzine, not to be confused with today's Dungeon] isn't the thing I am looking for today. Even if the idea of getting assaulted by rapid-firing coffee mills is a cool concept. :heh: Still, this surrealism has its place I think. In fact, I don't buy the argument that this is a "juvenile" form of gaming. It would have been much more logical, even straightforward, to base OD&D on more "mundane" fantasy such as Tolkien or Howard. That EGG and Dave Arneson didn't do this isn't necessarily a form of immaturity. I think it has more to do with what they wanted out of the game - they seem to have liked the whole fantastic aspect. Maybe it was a conscious design effort, maybe not. From my perspective, they created a game which was a whole lot of fun in its "unevolved" state, independent of how fun or unfun other approaches are. All in all, I think ToH [B]can[/B] and [B]should[/B] be judged on its own context. [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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