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Official Tomb of Horrors 3.5 conversion (merged)
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<blockquote data-quote="Joshua Randall" data-source="post: 2689424" data-attributes="member: 7737"><p>It's interesting how much the culture of D&D has changed since <em>Tomb of Horrors</em> first appeared. Back then, Gary Gygax could write a module specifically designed to screw over the players by kililng their PCs, and people thought it was a grand idea -- it fit in with the adverserial DM vs. player culture of the time.</p><p></p><p>These days, my perception is that the culture has shifted towards a collaborative one in which the DM and the players work together to create a fun game.</p><p></p><p>The original Tomb also uses many arbitrary tricks to deprive the players of their abilities; e.g., if you try to <em>teleport</em> or use extradimensional movement, you get shunted off to the Astral and pounded by demons. This sort of thing is generally frowned upon in modern adventure design, in which designers are instead encouraged to provide opportunities for the PCs to use their high-level spells and abilities, not prevent them from doing so.</p><p></p><p>(Which is not to say that all modern adventures follow this advice -- there are plenty that still arbitrarily block teleportation or scrying or flying -- just like the Tomb did, way back when.)</p><p></p><p>The Tomb is a museum piece, a relic of a bygone age, interesting for what it shows us about the way things <strong>were </strong> -- not they way they <strong>should be</strong>.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 2689424, member: 7737"] It's interesting how much the culture of D&D has changed since [i]Tomb of Horrors[/i] first appeared. Back then, Gary Gygax could write a module specifically designed to screw over the players by kililng their PCs, and people thought it was a grand idea -- it fit in with the adverserial DM vs. player culture of the time. These days, my perception is that the culture has shifted towards a collaborative one in which the DM and the players work together to create a fun game. The original Tomb also uses many arbitrary tricks to deprive the players of their abilities; e.g., if you try to [i]teleport[/i] or use extradimensional movement, you get shunted off to the Astral and pounded by demons. This sort of thing is generally frowned upon in modern adventure design, in which designers are instead encouraged to provide opportunities for the PCs to use their high-level spells and abilities, not prevent them from doing so. (Which is not to say that all modern adventures follow this advice -- there are plenty that still arbitrarily block teleportation or scrying or flying -- just like the Tomb did, way back when.) The Tomb is a museum piece, a relic of a bygone age, interesting for what it shows us about the way things [B]were [/B] -- not they way they [B]should be[/B]. [/QUOTE]
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