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General Tabletop Discussion
*Dungeons & Dragons
Tomb of Horrors: Is All Poison Save or Die?
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<blockquote data-quote="JonnyP71" data-source="post: 7030134" data-attributes="member: 6788862"><p>Like I said, anyone who claims differently is wrong.</p><p></p><p>Roughly 18 months ago I was asked by a local shop-owner if I could DM for a new group. Some lads had come into the shop looking for an experienced DM to help with their experience of D&D. They'd tried running a few games amongst themselves with varying degrees of success from what I could gather, but they were generally new to the hobby.</p><p></p><p>Over the course of the next few months of DMing for them, I found them to be a group who enjoyed pranks, who were starting to get to grips with roleplaying, and who had varying degrees of confidence. They had 2 weaknesses though - they were limiting themselves by the list of skills on the sheet, and their teamwork was patchy.</p><p></p><p>So we took a break from that game for a few weeks. I turned up with Tomb of Horrors and my selection of pregen characters, ready kitted out. They looked at the sheets - 'where's the list of skills?', 'I don't know the rules for this version!', 'How do I know what I can do?'</p><p></p><p>'You can do what the hell you like.'</p><p></p><p>The next 2 sessions were a revelation. 2 of the quieter players came to the fore, analysing the puzzles. They learned teamwork. They learned to think outside the box. Most importantly, they learned that the only real constraints on them were the limits of their own imagination.</p><p></p><p>Tomb of Horrors taught them that better than any other published module could have. Yeah they still like joking around, but the extra degree of inventiveness has continued and they are more confident to just 'try things'.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7030134, member: 6788862"] Like I said, anyone who claims differently is wrong. Roughly 18 months ago I was asked by a local shop-owner if I could DM for a new group. Some lads had come into the shop looking for an experienced DM to help with their experience of D&D. They'd tried running a few games amongst themselves with varying degrees of success from what I could gather, but they were generally new to the hobby. Over the course of the next few months of DMing for them, I found them to be a group who enjoyed pranks, who were starting to get to grips with roleplaying, and who had varying degrees of confidence. They had 2 weaknesses though - they were limiting themselves by the list of skills on the sheet, and their teamwork was patchy. So we took a break from that game for a few weeks. I turned up with Tomb of Horrors and my selection of pregen characters, ready kitted out. They looked at the sheets - 'where's the list of skills?', 'I don't know the rules for this version!', 'How do I know what I can do?' 'You can do what the hell you like.' The next 2 sessions were a revelation. 2 of the quieter players came to the fore, analysing the puzzles. They learned teamwork. They learned to think outside the box. Most importantly, they learned that the only real constraints on them were the limits of their own imagination. Tomb of Horrors taught them that better than any other published module could have. Yeah they still like joking around, but the extra degree of inventiveness has continued and they are more confident to just 'try things'. [/QUOTE]
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