Celebrim
Legend
How would you represent the difference between smart kobolds in large numbers and antagonistic DMing?
So, several things.
Can the Kobolds make things that aren't represented by amount of skill implied by their stat block? In 1e AD&D this is the intelligence listed for the monster. In 3e AD&D this the Craft (Traps) skill. Are the traps made by the Kobolds in line with the sort of crude relatively obvious traps that you would expect for this skill level or they masterful things worthy of an elf or drawf?
Do the Kobolds have the sort of resources we would expect? This is in AD&D the treasure type you'd expect for Kobolds, who don't actually have the sort of wealth normally that would mean infinite vials of flaming oil and so forth.
If the Kobolds are special kobolds with vastly more intelligence and wealth than normal, then how much are they actually "kobolds" and how much are they actually DM PCs that the DM is lavishing special care on? Is the DM really trying to portray kobolds using their resources to the best of their ability and simulating a cunning intelligent foe, or are you really just actually fighting the DM?
One way I would readily know as a player is if the Kobold's special resources could be taken from them and employed against them. If the Kobolds have special masterwork arrow tips that are +3 to hit the first time they are fired, can I hire the kobold making them to make some for me? Is there even a kobold making them that could be identified or are they just there by fiat? Can I steal them from the slain bold archers and use them against them? Or do they only work for kobolds? If the kobolds have special ways of opening the door fast, can I capture a kobold and force them to reveal the trick? Or is the knowledge so esoteric and gnostic it can't be communicated to anything but a kobold? If the kobolds are armed with 5000 gp. worth of flaming oil, can I find the petroleum oozing tar pit that they are mining and use it as a resource myself?
The think about Tucker's kobolds is that they don't have a logistics supply chain to cut off. They always have exactly what they need ready whenever they want it just when they need it. They don't have a logistics supply chain because the GM is their all powerful genie fulfilling their every wish. They don't have a communications network you can disrupt because they don't need one. The GM tells them everything they need to know, and they act as a perfect hive mind, instantly communicating across the whole dungeon level so as to coordinate perfectly.
You can of course make cool demihuman foes that utilize their resources and it won't be adversarial DMing, but there what you do is you list out some realistic resources that the tribe has and you limit yourself as a DM to what the demihumans could reasonably accomplish. You want masterful traps, you need masterful trap makers. You want masterwork weapons, you need master smithies. You want loads of weapons and equipment, then you need economic activity on the part of the tribe. And they probably won't have everything that they want to have, especially if they are just kobolds. You will have to make do with limited resources and have to watch the PC's screw up their plans and slaughter them in mass more often than not because the PCs have more resources. And if you are thinking, "Well, that's not what I want.", then you are adversarial GMing or else it's something like Duegar or Drow who canonically have those sort of resources (because Drow were Gygax's DM PC's).