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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="GQuail" data-source="post: 5677021" data-attributes="member: 30709"><p>They are definitely behaving differently to how they normally would. Part of that is that they know the dungeon by reputation - not just from their initial exposure to traps but from me mentioning the dungeon came in the top 3 of Dungeon magazine's "best adventures" poll. I made a point of warning them it was a likely lethal dungeon before going in so they wouldn't get bummed if they died randomly, but it has the consequence of making them more wary.</p><p></p><p>For example, in my custom dungeons or in pre-made adventures they've occasionally had to worry about specific method of opening doors or similar minutae but usually they've been able to just say "I search for traps" and have the game assume their PC knows the correct procedure. Here, however, trial and error has arguably been more useful in working out how traps work and how to bypass them.</p><p></p><p>It's worth noting that in 3rd edition we played up to epic levels so this is a notable step down the power level for them. Furthermore, no-one chose a straight spell-caster, so the party composition is Fighter/Cleric, Fighter/Illusionist, Fighter, Thief/Wizard and Thief - and like the pregens from the module noted earlier in the thread, this means that most of them aren't actually 10th level in any of their classes.</p><p></p><p>Have they enjoyed it? I'd say yes, but I think it's key that it's being treated sorta like a convention game and is aware of the tomb's TPK-inducing status. If they were playing a full campaign, running beloved characters with months if not years of play and suddenly this sort of dungeon happened I think they'd be very unimpressed.</p></blockquote><p></p>
[QUOTE="GQuail, post: 5677021, member: 30709"] They are definitely behaving differently to how they normally would. Part of that is that they know the dungeon by reputation - not just from their initial exposure to traps but from me mentioning the dungeon came in the top 3 of Dungeon magazine's "best adventures" poll. I made a point of warning them it was a likely lethal dungeon before going in so they wouldn't get bummed if they died randomly, but it has the consequence of making them more wary. For example, in my custom dungeons or in pre-made adventures they've occasionally had to worry about specific method of opening doors or similar minutae but usually they've been able to just say "I search for traps" and have the game assume their PC knows the correct procedure. Here, however, trial and error has arguably been more useful in working out how traps work and how to bypass them. It's worth noting that in 3rd edition we played up to epic levels so this is a notable step down the power level for them. Furthermore, no-one chose a straight spell-caster, so the party composition is Fighter/Cleric, Fighter/Illusionist, Fighter, Thief/Wizard and Thief - and like the pregens from the module noted earlier in the thread, this means that most of them aren't actually 10th level in any of their classes. Have they enjoyed it? I'd say yes, but I think it's key that it's being treated sorta like a convention game and is aware of the tomb's TPK-inducing status. If they were playing a full campaign, running beloved characters with months if not years of play and suddenly this sort of dungeon happened I think they'd be very unimpressed. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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