The second group I ran through the tomb had a wizard who was turning increasingly paranoid and crazy the farther the adventure progressed. When the player heard the description of the Laboratory he shouted "Mimics! Those tables are mimics!" And then he proceeded to waste the last charges in his Staff of Fireballs just blasting into the room.
That is hilarious. Always fun to see the various effects paranoia can have on a group of D&D players.
AD&D1 Dungeon Master's Guide, page 97:
What a minute am I reading that right? The second paragraph says the DM isn't supposed to tell the players anything outright, they have to work for the clues, but the next paragraph says if they start wasting time investigating everything thoroughly, the DM is supposed to use the ear seekers and wandering monsters liberally and fall back on mind games to make the players rush through things?
The Tomb of Horrors is the only truely old-school bit of D&D I've actually experienced. I ran the repro copy from RttToH about 12 years ago as a one-shot adventure on Halloween. The players used the pre-gens (which I'd upgraded a bit to 2e stats) and got to room 14. I don't remember exactly which way they went but I vaguely remember the following details:
- They checked the two false entrances and triggered them before they found the real entrance.
- They fought the 4 armed gargoyle.
- I'm pretty sure they busted through the mural and went through the door. I'm fairly certain they left the green devil face at 6 alone.
- They did the room with the 3 chests, I remember the snakes because I toned down the poison from 2e instadeath to just some simple damage. I didn't want to just bump them off with some save and die poison early when there was some far more fun instakill stuff later like the lovely tapestries.
I don't remember if there were any casualties. My sister was running a cleric and afterward I asked her why she didn't bother with any healing spells. She said something like, "I figured we were all going to die anyway, so what was the point?"
Anyway, one impression I've had of the Tomb for a long time comes from Gary's comment from RttToH about beating Rob and Ernie that a lot of this stuff was probably tailored to his group's playstyle. He notes that both Rob and Ernie got through the Tomb successfully. I wonder just how much the Tomb reflects the various tendancies of Gary, Rob, and Ernie (and others in that group?) in their games? They knew how each other thought, Gary knew his players favorite tactics, and his most experienced players knew what tricks he liked to pull and I would guess a good deal of this module is built on that. And as other people have stated several times already, this was originally written for a tournament and took into consideration tournament scoring. So a group that's just playing at home and isn't the time to run a bomb squad through every single dungeon may very well not find it enjoyable, and perhaps this module doesn't just test player skill, but DM skill as well.
I'm kind of in agreement with Stoat and Bullgrit on this thread though. A lot of the stuff that's here is pretty damn arbitrary at times, and thinking things through doesn't look like it always helps since there's some stuff that's not really hinted at, or the hints are really really vague. Note that Gary doesn't include correct interpretations to Acererak's riddles for the DM, and thus the speculation here on what some of the stuff is supposed to be referring to. Also, there is definitely a paradigm shift in how things are supposed to be run; I'm comfortable with the 3e discouragement of metagame thinking. This evolved out of various 2e ways of thinking that were a reaction to many experienced players knowing the game so well that it became harder to properly challenge them unless the players kept player and PC knowledge seperate.
The way this module is written though seems to assume the player will metagame ruthlessly, and does what it can to tackle it head on. This is one reason why the DCs in the 3.5 conversion don't bother me, it's partially because of different gameply approaches, but it also takes the possibility of RttToH being used, and in that adventure the Tomb is not a stand alone but the second part of a wider campaign against Acererak. If one is running the larger campaign, room 33 is not the ultimate goal, but something that needs to be completed to continue on to the next leg of the adventure.
Also, there is Penny Arcade's amusing take on the Tomb (I think it's probably referring to a 4e incarnation, but it can apply to any version of the Tomb really):
Penny Arcade - That Tomb Tomb Pow
I like the comments on the comic as well:
Gabriel tried his hand at running an update of a classic D&D adventure for a group of players for whom 4th Edition is God’s edition, with grim results. They aren’t familiar with the casual obliterations that characterize the old ways. They know that earlier systems were byzantine, because I have shown them fairly standard tables that used to be completely ordinary player knowledge and seen them recoil as though from a serpent. But older modules of the “meat grinder” variety, modules designed to punish the most devious players, represent something far outside their experience.