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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5685260" data-attributes="member: 31216"><p>There was a time in my early D&D days, when I was young and had lots and lots of time to waste, that presiding over a group of Players verbally searching everything in a cluttered room was not boring. It was even fun, like in the Wizard’s Workroom in <em>In Search of the Unknown</em>. But that time passed pretty quickly. And nowadays, my game time is very, very valuable. Too valuable to comfortably sit at the table listening to Players trying to figure out everything in a cluttered room.</p><p></p><p>For my sanity, as a DM, I would hope that the Players going through the Tomb would either realize or guess that the only things they need to investigate are things that are dangerous. Find something that hurts you, or could hurt you, and just ignore all the harmless and useless incidentals scattered about.</p><p></p><p>I love “dungeon dressing” to keep a setting from being boring stone room after stone room. But I don’t love dungeon dressing as a time sink to make dungeon exploration hours of boring investigative description.</p><p></p><p>An interesting thing about the illustration: The text says, “All of the walls are lined with shelves…”, but the illustration shows only a single spice rack-sized box, (with 3 shelves), on one broad, empty wall. The illustration doesn’t show a “volume of items,” and doesn’t look cluttered at all.</p><p></p><p>Other than the potential for wasting a lot of game time, the core “puzzle” here isn’t terrible. It’s a monster challenge and an environmental hazard to be dealt with. And the designer hasn’t deigned that there’s only one way to solve the issues. In fact, no way is given in the text to solve the issues – it’s totally up to Player ingenuity and DM ruling. The Players can come up with a solution using spells or just using destructive physical force.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5685260, member: 31216"] There was a time in my early D&D days, when I was young and had lots and lots of time to waste, that presiding over a group of Players verbally searching everything in a cluttered room was not boring. It was even fun, like in the Wizard’s Workroom in [i]In Search of the Unknown[/i]. But that time passed pretty quickly. And nowadays, my game time is very, very valuable. Too valuable to comfortably sit at the table listening to Players trying to figure out everything in a cluttered room. For my sanity, as a DM, I would hope that the Players going through the Tomb would either realize or guess that the only things they need to investigate are things that are dangerous. Find something that hurts you, or could hurt you, and just ignore all the harmless and useless incidentals scattered about. I love “dungeon dressing” to keep a setting from being boring stone room after stone room. But I don’t love dungeon dressing as a time sink to make dungeon exploration hours of boring investigative description. An interesting thing about the illustration: The text says, “All of the walls are lined with shelves…”, but the illustration shows only a single spice rack-sized box, (with 3 shelves), on one broad, empty wall. The illustration doesn’t show a “volume of items,” and doesn’t look cluttered at all. Other than the potential for wasting a lot of game time, the core “puzzle” here isn’t terrible. It’s a monster challenge and an environmental hazard to be dealt with. And the designer hasn’t deigned that there’s only one way to solve the issues. In fact, no way is given in the text to solve the issues – it’s totally up to Player ingenuity and DM ruling. The Players can come up with a solution using spells or just using destructive physical force. Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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