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*Pathfinder & Starfinder
Is TOMB OF HORRORS the Worst Adventure Of All Time?
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<blockquote data-quote="Celebrim" data-source="post: 7692894" data-attributes="member: 4937"><p>I didn't say that. You have quoted me out of context using heavy snipping. </p><p></p><p>I am in no way deriding the preference of high school or college age DMs, or even those that enjoy G2. I'm just saying its not that hard of a dungeon to create. Nor am I faulting a young DM for making something along the lines of G2. I know I've turned out worse, and I could point out some features of G2 that are rather well done (lack of map symmetry for example is an important detail young map makers often get wrong). But on the whole, I'd guess the average DM could write something along the lines of G2. S1 has largely proved beyond even most of the better professional DM's ability to replicate.</p><p></p><p></p><p></p><p>Jibe? I rather like tactical wargaming, and make it a regular part of my D&D diet. I'm merely asserting that sometimes the big masses of low level humanoids that show up repeatedly in Gygaxian design were uninspiring and led in the context of AD&D to rather uninteresting combats. In T1 the bandits were well done. In WG4 however, the most inspired part of the design is not the big set piece against the norkers and giants in the upper levels. </p><p></p><p>The giants.... well, I find them more of the same trend on a bigger scale.</p><p></p><p>I seriously doubt you could get anything like B2 published today. The keep, other than it's missing lots of essential information it expects a novice DM to supply, is a nice base of operations for what it is. It's the kitchen sink caves that are, despite a few interesting encounters, the problem.</p><p></p><p>But the particularly poor design I'm referencing though can't be blamed on Gygax, but rather is riffing on the less inspired encounters in Q1 Queen of the Demonweb pits which have Gygax's fondness for big set piece encounters... without the tactical set piece.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7692894, member: 4937"] I didn't say that. You have quoted me out of context using heavy snipping. I am in no way deriding the preference of high school or college age DMs, or even those that enjoy G2. I'm just saying its not that hard of a dungeon to create. Nor am I faulting a young DM for making something along the lines of G2. I know I've turned out worse, and I could point out some features of G2 that are rather well done (lack of map symmetry for example is an important detail young map makers often get wrong). But on the whole, I'd guess the average DM could write something along the lines of G2. S1 has largely proved beyond even most of the better professional DM's ability to replicate. Jibe? I rather like tactical wargaming, and make it a regular part of my D&D diet. I'm merely asserting that sometimes the big masses of low level humanoids that show up repeatedly in Gygaxian design were uninspiring and led in the context of AD&D to rather uninteresting combats. In T1 the bandits were well done. In WG4 however, the most inspired part of the design is not the big set piece against the norkers and giants in the upper levels. The giants.... well, I find them more of the same trend on a bigger scale. I seriously doubt you could get anything like B2 published today. The keep, other than it's missing lots of essential information it expects a novice DM to supply, is a nice base of operations for what it is. It's the kitchen sink caves that are, despite a few interesting encounters, the problem. But the particularly poor design I'm referencing though can't be blamed on Gygax, but rather is riffing on the less inspired encounters in Q1 Queen of the Demonweb pits which have Gygax's fondness for big set piece encounters... without the tactical set piece. [/QUOTE]
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Is TOMB OF HORRORS the Worst Adventure Of All Time?
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