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So, what is "4th Edition's Tomb of Horrors"?
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<blockquote data-quote="fireinthedust" data-source="post: 4894270" data-attributes="member: 51930"><p>hmmm.... I hope it's a site-based series of dungeons rather than a narrative.</p><p></p><p>The problem with narratives is that you can't go back to them. Once you've interacted with the NPCs, they're changed. I, the DM, either develop them or they're dead, or they fade out.</p><p> If the module is a single situation, there isn't the same umph. An adventure path is great, but... narratives are formed '<strong>By the Party's Unique Combination of personalities and actions</strong>. I couldn't really run Shackled City out of the box, ever, because I have no idea whether the PCs would take the bait for all the "episodes". </p><p></p><p>Site-based adventures describe a location. A dungeon filled with re-setting traps, for example. A series of rooms the PCs have to go through to get to the treasure.</p><p></p><p>If it's going to be a ToH 4e, it is so important that it be a collection of the best traps 4e can pump out. Like, a lot of trap rooms and conundrums. An orb that summons 4 minions a round. A room that locks its doors and floods with water. Spiked walls closing in on a locked, skill-challenge door (4 more rounds, we need some successes!). </p><p></p><p>I like Dungeon Delves. I think it's a good product, and I've made use of it so far. However, a bigger series of this is what I could really use. The idea of a mega dungeon, to me, is more interesting and challenging than a narrative. </p><p></p><p>I wanted out of Undermountain books in 2e a series of traps, not a set of empty maps. While encounters are fantastic (and I like them), what I've enjoyed about some of the modules coming out (spider queen's enclave, for example) is just making the challenge that my players can get to.</p><p> I can get them there, just set up the traps and monsters. And even the treasure packets, frankly.</p><p></p><p>that, I think, would be my dream product: a complete conundrum setting for any heroes to get through. Complete with riddles, challenges to evade (jump across the chasm), monsters lying in wait (that make sense, like summoned creatures, golems, etc.), and just tell me how to get the PCs there (and out again, I guess).</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 4894270, member: 51930"] hmmm.... I hope it's a site-based series of dungeons rather than a narrative. The problem with narratives is that you can't go back to them. Once you've interacted with the NPCs, they're changed. I, the DM, either develop them or they're dead, or they fade out. If the module is a single situation, there isn't the same umph. An adventure path is great, but... narratives are formed '[b]By the Party's Unique Combination of personalities and actions[/b]. I couldn't really run Shackled City out of the box, ever, because I have no idea whether the PCs would take the bait for all the "episodes". Site-based adventures describe a location. A dungeon filled with re-setting traps, for example. A series of rooms the PCs have to go through to get to the treasure. If it's going to be a ToH 4e, it is so important that it be a collection of the best traps 4e can pump out. Like, a lot of trap rooms and conundrums. An orb that summons 4 minions a round. A room that locks its doors and floods with water. Spiked walls closing in on a locked, skill-challenge door (4 more rounds, we need some successes!). I like Dungeon Delves. I think it's a good product, and I've made use of it so far. However, a bigger series of this is what I could really use. The idea of a mega dungeon, to me, is more interesting and challenging than a narrative. I wanted out of Undermountain books in 2e a series of traps, not a set of empty maps. While encounters are fantastic (and I like them), what I've enjoyed about some of the modules coming out (spider queen's enclave, for example) is just making the challenge that my players can get to. I can get them there, just set up the traps and monsters. And even the treasure packets, frankly. that, I think, would be my dream product: a complete conundrum setting for any heroes to get through. Complete with riddles, challenges to evade (jump across the chasm), monsters lying in wait (that make sense, like summoned creatures, golems, etc.), and just tell me how to get the PCs there (and out again, I guess). [/QUOTE]
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So, what is "4th Edition's Tomb of Horrors"?
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