Bryan898 said:How can you know somethings crap without trying it? How do you know that the DM in question hasn't changed those save or die effects? Said save or die spells don't make the RttToH, it has plenty of atmosphere, and could easily be ran without them. Not to mention, some of the save or die effects have been nerfed since 2nd edition. It's simply an adventure when you have to be extra cautious, that's all.
Also, the DM went to much more work to get the players where they are now, and has invested much more time into the story of their adventures. I know that I, for one, don't go to all that effort just to slaughter them for fun. If he wanted the campaign to end, he could just as easily tell the players that he's tired of the campaign, and to retire their characters. Why go to all the trouble? I get the feeling that this guy knows what he's doing, and is going to try his best to make the module fun for the players.
Look back, Bryan - it's a 'faithfu' conversion of the original module. That means Epic-scale bad guys, save-or-die effects. It's a meatgrinder. Hell, I've played through it, with a cerebral, information-gathering thief...and asked the DM politely to retcon the whole thing, because getting smacked down repeatedly is not fun. Hell, when I wrote my Regions for WLD, I had the classic TPK modules sitting around a s reference for two things: atmosphere, and how not to write a module.
TOH and RttTOH treat PCs as disposable playing pieces. While I disagree that the player's acting properly (using metagame knowledge is a serious no-no), the DM seems to not understand exactly what the PCs are about to go through - as has been stated, these modules don't come from the current game thinking, they come from a time when it seems like people were just expected to roll up new characters. That's a valid style of play, but after reading the Story Hour for this campaign, I don't think it fits this group.