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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="pemerton" data-source="post: 5579817" data-attributes="member: 42582"><p>My take might be slightly different - many contemporary players (perhaps most) don't come to a fantasy adventure RPG hoping to solve a puzzle and then easily walk through the scenario. I quite like solving cryptic crosswords, although am not especially good at them - but they're not what I come to D&D to do!</p><p></p><p></p><p></p><p>Experience in not what is relevant here - training in a very specific mode of classic D&D play is what is required.</p><p></p><p></p><p>Why would the best players [sblock]stick three swords simultaneously in the slots? What if the party has only two fighters and a scimitar-wielding druid? Does this make them bad players?[/sblock] I think this gets close to dumb luck even <em>for</em> players who are trained in the very specific form of D&D play to which the ToH caters.</p><p></p><p>The good old 15-minute adventuring day! Back in the first (? - certainly an early) module published by TSR!</p><p></p><p>I guess this shows that it is not just an artefact of contemporary RPGing.</p><p></p><p></p><p>And we also have flight as the solution to the dungeon. Which combines well with the 15-minute day, assuming that the supply of fly spells is limited.</p><p></p><p>I agree with this.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5579817, member: 42582"] My take might be slightly different - many contemporary players (perhaps most) don't come to a fantasy adventure RPG hoping to solve a puzzle and then easily walk through the scenario. I quite like solving cryptic crosswords, although am not especially good at them - but they're not what I come to D&D to do! Experience in not what is relevant here - training in a very specific mode of classic D&D play is what is required. Why would the best players [sblock]stick three swords simultaneously in the slots? What if the party has only two fighters and a scimitar-wielding druid? Does this make them bad players?[/sblock] I think this gets close to dumb luck even [I]for[/I] players who are trained in the very specific form of D&D play to which the ToH caters. The good old 15-minute adventuring day! Back in the first (? - certainly an early) module published by TSR! I guess this shows that it is not just an artefact of contemporary RPGing. And we also have flight as the solution to the dungeon. Which combines well with the 15-minute day, assuming that the supply of fly spells is limited. I agree with this. [/QUOTE]
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