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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Abraxas" data-source="post: 5579829" data-attributes="member: 1266"><p>The idea of running it with no time limit may be a significant factor in how people feel about the Tomb.</p><p></p><p>When I ran it, it was using the pre-generated characters in the back as a one shot, iron man fashion - the TPK occurred due to random die rolls - not because they did something stupid (unless having the scout be 25 feet ahead instead of 30 feet is considered stupid).</p><p></p><p>In retrospect I should have told the players that we would hand wave resting and any time they chose.</p><p></p><p>This is one of those things I have always wondered about the way this was run at Cons - did the successful teams say they rested and the DM hand waved it so it used only seconds of their time slot.</p><p></p><p>Another thing I have wondered is who selected the MU's spells - if the players did, how long did they have to make the choice?</p></blockquote><p></p>
[QUOTE="Abraxas, post: 5579829, member: 1266"] The idea of running it with no time limit may be a significant factor in how people feel about the Tomb. When I ran it, it was using the pre-generated characters in the back as a one shot, iron man fashion - the TPK occurred due to random die rolls - not because they did something stupid (unless having the scout be 25 feet ahead instead of 30 feet is considered stupid). In retrospect I should have told the players that we would hand wave resting and any time they chose. This is one of those things I have always wondered about the way this was run at Cons - did the successful teams say they rested and the DM hand waved it so it used only seconds of their time slot. Another thing I have wondered is who selected the MU's spells - if the players did, how long did they have to make the choice? [/QUOTE]
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Tomb of Horrors - example of many, or one of a kind?
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