And yet so many of the classic 1e adventures started out as tournament modules - G1-3, D1-3, A1-4, Tomb of Horrors, Expedition to the Barrier Peaks, Lost Caverns of Tsojcanth, Hidden Shrine of Tamoachan, Ghost Tower of Inverness, Dwellers of the Forbidden City.
I suspect that both coordinators were publishing scenarios that reflected the interests of the gamers of their day. It's quite likely that the narrative, jokey RPGA scenarios were in large part a result of players growing tired of the "hack and slash" dungeon exploration of the early tournament modules.
--Erik
It was a published way to do what BAD DM's had been doing for years.IMaybe you're confusing it the Obscure Death rule for NPC's.This basically asks the DM to always keep in mind an "out" to explain how an NPC's body was never recovered so they can come back later. And all this was just a published way to do what DM's had been doing for years anyway: preventing their story from breaking when the PC's do something unexpected.
Doing the Happy Dance immediately after a TPK?It was a published way to do what BAD DM's had been doing for years.
I regard crawling into a devil's mouth as skillful play - something interesting and exciting is more likely to happen and that's what I want when I play an rpg. Prodding everything with a 10' pole, or getting your orc slaves to enter every room first, is the play style Tomb of Horrors encourages. This, to me, is a bad play style.
In fact, Gary says how much he dislikes this play style in the 1e DMG:
Make up your frikkin' mind, Gary!
EDIT: Using the 10' pole on the devil's mouth won't even tell you it's dangerous. It comes back with the end missing, but it's reasonable to assume it's been teleported rather than disintegrated. The former being more common dungeon weirdness than the latter. I think this is what people mean by arbitrary - it could be a teleporter, it could be a disintegrator, how are you to know?
That's easy: the maps.
<snip>
DL8 - Map to the Tower of the High Clerist: A castle that is nearly 800 feet tall, with level after level after level of floor map designs and layouts for you to fill with whatever your heart desires. Still the largest published Castle Map of all time, AFAIK. If you wanted to run the whole damn dungeon as one campaign - 1st to 20th a la WLD, you easily do so. As the lair of your BBEG and the last dungeon crawl of your campaign? This is >>Da Shizznit<<. I have often re-used sections of this map in other campaigns. I don't think my players ever recognized it either. It's a MASSIVE castle. The module itself does not even pretend to detail less than a few dozen areas. There are Hundreds and Hundreds of area in the thing. It's MONSTROUSLY HUGE, okay?
Dragons of Despair? That's the super-railroad one right?
Gee, I can't make/play my own character? Well, at least we get to read poetry ...Players may wish to use PCs from the ... story, detailed on character cards at the center of the module. It is generally an advantage for players to use these characters rather than bring their own into the campaign.
Lucky our characters all memorized the same poetry in school! At least we can go where we want ...Event 4: Reading. On one of the nights the party is camped (your choice), pass around [the poem] found at the end of this book. As though around the campfire, have each player read one verse aloud, from first verse to last, until they finish the poem.
Never mind, I guess we're just going to area 44! (Never mind that area 44 is in the northeast of the map, and would immediately be cut off by armies advancing southward.) Ah, well, at least we can kill people and take their stuff:Event 7: The Armies march. Just after dusk on the fifth game night, the armies begin to march and conquer all the land to the south; every 4 hours thereafter, and encounter area falls into their hands. The general trend of the captured areas should direct the PCs toward (area 44). If PCs are in a captured area, they see the front lines of the army approaching them at a movement rate of 9". This gives them a chance to flee the army toward (area 44).
This module introduces several enemy NPCs ... since these NPCs appear in later ... modules, try to make them have "obscure deaths" if they are killed: if at all possible, their bodies should not be found. ... The same rules apply to the PCs on pages 17-18 of the module ... this does not apply to PCs other than those who are part of the story.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.