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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="howandwhy99" data-source="post: 5577825" data-attributes="member: 3192"><p>ToH is iconic to old school play. It's a puzzle with many elements.</p><p></p><p>However, in common Gygaxian practice it is for high level characters, while being one of the first modules designed for the system. No one should play it without loads of prior experience with the game.</p><p></p><p>Within are some truly awesome tricks and traps, some truly lousy ones, and a few just right out DM-kills-your-character moments. No one should run it straight out of the booklet, it needs modifying.</p><p></p><p>To generalize how people gamed in the past would do them a disservice. We played it back in my college days for a lark and managed to get pretty far one afternoon. It's far from the only module type in D&D or old school gaming.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5577825, member: 3192"] ToH is iconic to old school play. It's a puzzle with many elements. However, in common Gygaxian practice it is for high level characters, while being one of the first modules designed for the system. No one should play it without loads of prior experience with the game. Within are some truly awesome tricks and traps, some truly lousy ones, and a few just right out DM-kills-your-character moments. No one should run it straight out of the booklet, it needs modifying. To generalize how people gamed in the past would do them a disservice. We played it back in my college days for a lark and managed to get pretty far one afternoon. It's far from the only module type in D&D or old school gaming. [/QUOTE]
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Tomb of Horrors - example of many, or one of a kind?
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