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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="shmoo2" data-source="post: 5728836" data-attributes="member: 6847"><p>I don't think the linear design and secret doors are necessarily a problem in Tomb of Horrors either.</p><p>I said they're <u>usually</u> bad, but here they create the unique Tomb of Horrors environment.</p><p></p><p>E.g. the secret doors force players to interact with everything, even the walls, in almost every room.</p><p>Also, for players used to standard secret doors in other adventures, these don't play to expectations - they are in pit traps, behind false doors, in the floor, or along walls but not at the end of a hall. </p><p></p><p>My experiences with how searching for secret doors was handled in that era is similar to Bullgrit's, though I recall DM's allowing rerolls when players described how they manipulated stuff.</p></blockquote><p></p>
[QUOTE="shmoo2, post: 5728836, member: 6847"] I don't think the linear design and secret doors are necessarily a problem in Tomb of Horrors either. I said they're [U]usually[/U] bad, but here they create the unique Tomb of Horrors environment. E.g. the secret doors force players to interact with everything, even the walls, in almost every room. Also, for players used to standard secret doors in other adventures, these don't play to expectations - they are in pit traps, behind false doors, in the floor, or along walls but not at the end of a hall. My experiences with how searching for secret doors was handled in that era is similar to Bullgrit's, though I recall DM's allowing rerolls when players described how they manipulated stuff. [/QUOTE]
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