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Mud Sorcerer's Tomb - Crappy adventure? Or CrappiEST adventure?
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<blockquote data-quote="Mort" data-source="post: 8397003" data-attributes="member: 762"><p>As to the Mud Sorcerer's Tomb:</p><p></p><p>For the right group - very old school and there to loot, disarm traps and not mind random death (well the old version, the 5e version is a bit less lethal) it can be quite fun.</p><p></p><p>I find the biggest problem, for me. is that much of the richness of the module (the backstory, the infighting etc.) is gated so only the DM is likely to see it. Too many DMs don't impart this kind of information to the players (and the module doesn't really make it easy to do so) and as such they're going to miss out on the best parts. I can certainly see how DMs and those that just read the module could find it very enjoyable while players are mostly just "yuck, endless corridors with endless traps and no reason for any of it!"</p></blockquote><p></p>
[QUOTE="Mort, post: 8397003, member: 762"] As to the Mud Sorcerer's Tomb: For the right group - very old school and there to loot, disarm traps and not mind random death (well the old version, the 5e version is a bit less lethal) it can be quite fun. I find the biggest problem, for me. is that much of the richness of the module (the backstory, the infighting etc.) is gated so only the DM is likely to see it. Too many DMs don't impart this kind of information to the players (and the module doesn't really make it easy to do so) and as such they're going to miss out on the best parts. I can certainly see how DMs and those that just read the module could find it very enjoyable while players are mostly just "yuck, endless corridors with endless traps and no reason for any of it!" [/QUOTE]
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Mud Sorcerer's Tomb - Crappy adventure? Or CrappiEST adventure?
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