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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Kurtomatic" data-source="post: 5696430" data-attributes="member: 85486"><p>Rawr! Whoever pissed in your cornflakes this morning, it wasn't me, honest.</p><p></p><p>I have never run <em>ToH</em>, and I'm not making assertions about this adventure in general. I was simply offering another perspective regarding Gary's reflection on this room. Please try not to inflate my remarks out of context, and I'll try not to step so hard on your OCD triggers.</p><p></p><p>I agree that there are competing imperatives for the players of this module in a tournament setting. Areas 19 and 21 do make for an interesting comparison, because ideally, there should be some way for the players to suss out which room is important, and which one is a distraction. My comments went to motive, not execution.</p><p></p><p>You may think it's absurd to punish players for wasting time searching rooms in ToH, but right or wrong, Gary clearly thought otherwise. My own experience in this regard is that distracting, time-wasting, character-killing rooms and traps are a classic tournament meme that work well when they aren't entirely capricious. </p><p></p><p>This thread is all about design versus implementation. In the case of the <em>Tomb</em>, "murky" seems an apt description.</p><p></p><p><span style="color: darkorange"><strong>Mod note:</strong> You're free to disagree, but don't get rude or personal about it - see my post below. ~Umbran</span></p></blockquote><p></p>
[QUOTE="Kurtomatic, post: 5696430, member: 85486"] Rawr! Whoever pissed in your cornflakes this morning, it wasn't me, honest. I have never run [I]ToH[/I], and I'm not making assertions about this adventure in general. I was simply offering another perspective regarding Gary's reflection on this room. Please try not to inflate my remarks out of context, and I'll try not to step so hard on your OCD triggers. I agree that there are competing imperatives for the players of this module in a tournament setting. Areas 19 and 21 do make for an interesting comparison, because ideally, there should be some way for the players to suss out which room is important, and which one is a distraction. My comments went to motive, not execution. You may think it's absurd to punish players for wasting time searching rooms in ToH, but right or wrong, Gary clearly thought otherwise. My own experience in this regard is that distracting, time-wasting, character-killing rooms and traps are a classic tournament meme that work well when they aren't entirely capricious. This thread is all about design versus implementation. In the case of the [I]Tomb[/I], "murky" seems an apt description. [color=darkorange][B]Mod note:[/B] You're free to disagree, but don't get rude or personal about it - see my post below. ~Umbran[/color] [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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