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Is TOMB OF HORRORS the Worst Adventure Of All Time?
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<blockquote data-quote="sphere830" data-source="post: 7705889" data-attributes="member: 65424"><p>Fair question. It seems for me that ToH places absolute kind of traps (e.g. sphere of annihilation) where bumbling around them instigates creativity or avoidance. As a party and relationship to the game itself, Tomb of horrors offers a dungeon (or series of traps) that will likely take a number of attempts/characters to beat. Or it offers a place in the game world that is almost unapproachable, but an example of the world being more important than individual characters.</p><p></p><p>My apologies for the initial ambiguity.</p><p></p><p>I should also put out here what I thought about the article. First, I disagree that Tomb of Horror is a bad module. In fact, I think of ToH as one of the best adventure modules, essentially for the reasons listed both above and in my initial comment.</p><p></p><p>Secondly, even though I said that I had never "beat" the adventure, ToH is not like most adventures (As most here have already commented on). I do think of this as a true dungeon of horrors. The game design itself evolved the game passed an adventure/puzzle to be beaten/solved in one pass. But, again, in my mind represents a truly place of horror. A place to be either taken seriously or avoided all together. Also a place or site that will alter the game world if the players choose to engage or venture into. Which brings up another point for clarity.</p><p></p><p>If a person is running a game of one-shots and/or linearly (aka tournament talk above and beyond the scope of my comments), then this module is the Donkey Kong of early adventure design. This dungeon will take your quarters. At the end, I prefer to add the Tomb of horrors to all of my game worlds, but in a sandbox-kind of way. That said, rumors leading a party are esoteric and must be pursued but forewarned.</p><p></p><p>I also like the critical essay of Wick's, but not because I dislike the Tomb of Horrors. Many people don't share initial experiences with the module, without the current meta-thinking about the what the Tomb of Horrors has become. And this is where my initial comment was rooted (albeit incompletely). Tomb of horrors is still generating conversation in general. From a game design perspective and a collection of traps and killer situations, I still love the Tomb of Horrors. The module does what it was intended for, to humble the hubris and the lack of concerns of high-level characters. So I disagree with Wick, but the article (like the module itself) does generate good conversation.</p></blockquote><p></p>
[QUOTE="sphere830, post: 7705889, member: 65424"] Fair question. It seems for me that ToH places absolute kind of traps (e.g. sphere of annihilation) where bumbling around them instigates creativity or avoidance. As a party and relationship to the game itself, Tomb of horrors offers a dungeon (or series of traps) that will likely take a number of attempts/characters to beat. Or it offers a place in the game world that is almost unapproachable, but an example of the world being more important than individual characters. My apologies for the initial ambiguity. I should also put out here what I thought about the article. First, I disagree that Tomb of Horror is a bad module. In fact, I think of ToH as one of the best adventure modules, essentially for the reasons listed both above and in my initial comment. Secondly, even though I said that I had never "beat" the adventure, ToH is not like most adventures (As most here have already commented on). I do think of this as a true dungeon of horrors. The game design itself evolved the game passed an adventure/puzzle to be beaten/solved in one pass. But, again, in my mind represents a truly place of horror. A place to be either taken seriously or avoided all together. Also a place or site that will alter the game world if the players choose to engage or venture into. Which brings up another point for clarity. If a person is running a game of one-shots and/or linearly (aka tournament talk above and beyond the scope of my comments), then this module is the Donkey Kong of early adventure design. This dungeon will take your quarters. At the end, I prefer to add the Tomb of horrors to all of my game worlds, but in a sandbox-kind of way. That said, rumors leading a party are esoteric and must be pursued but forewarned. I also like the critical essay of Wick's, but not because I dislike the Tomb of Horrors. Many people don't share initial experiences with the module, without the current meta-thinking about the what the Tomb of Horrors has become. And this is where my initial comment was rooted (albeit incompletely). Tomb of horrors is still generating conversation in general. From a game design perspective and a collection of traps and killer situations, I still love the Tomb of Horrors. The module does what it was intended for, to humble the hubris and the lack of concerns of high-level characters. So I disagree with Wick, but the article (like the module itself) does generate good conversation. [/QUOTE]
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Is TOMB OF HORRORS the Worst Adventure Of All Time?
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