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*Pathfinder & Starfinder
Is TOMB OF HORRORS the Worst Adventure Of All Time?
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<blockquote data-quote="MwaO" data-source="post: 7692732" data-attributes="member: 12749"><p>I think a lot of it is about expectations. Do your players expect their PCs to die on a regular basis? Is staying dead a problem? Is the how the DM reacts to a TPK a problem? If the players come up with an interesting/funny/smart/clever idea that isn't anticipated by the mod, will the DM let them bypass it? If the players do something apparently stupid(such as step into a pure black area that light doesn't bounce off of nor does it reflect...), does the DM assume that the PCs might do something to stop it?</p><p></p><p>Depending on what your group decides how the world works, it can be a very different adventure...</p><p></p><p>An example of the problem is what Wick describes when he's playing the Rogue - he establishes that he knows where the traps are, so the players logically assume that when he doesn't tell them to do something, it must be safe. That's a really bad thing that the DM let happen and if I were DM, I'd say immediately, hey, we need to re-define what the rules of a trap are before something like that happens(if I were going to allow Wick's know-everything Rogue in the first place)</p><p></p><p>These vary a lot in terms of campaign by campaign.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7692732, member: 12749"] I think a lot of it is about expectations. Do your players expect their PCs to die on a regular basis? Is staying dead a problem? Is the how the DM reacts to a TPK a problem? If the players come up with an interesting/funny/smart/clever idea that isn't anticipated by the mod, will the DM let them bypass it? If the players do something apparently stupid(such as step into a pure black area that light doesn't bounce off of nor does it reflect...), does the DM assume that the PCs might do something to stop it? Depending on what your group decides how the world works, it can be a very different adventure... An example of the problem is what Wick describes when he's playing the Rogue - he establishes that he knows where the traps are, so the players logically assume that when he doesn't tell them to do something, it must be safe. That's a really bad thing that the DM let happen and if I were DM, I'd say immediately, hey, we need to re-define what the rules of a trap are before something like that happens(if I were going to allow Wick's know-everything Rogue in the first place) These vary a lot in terms of campaign by campaign. [/QUOTE]
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Is TOMB OF HORRORS the Worst Adventure Of All Time?
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