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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="shmoo2" data-source="post: 5761254" data-attributes="member: 6847"><p>I'd think that’s the general consensus of those who’ve continued to comment in this thread – Tomb of Horrors is overrated and doesn't really reward thinking so much as bomb squad tactics. Most of the dissenters who were participating earlier have stopped joining in the discussion.</p><p></p><p>So how do those who feel S1 is overrated account for its legendary status?</p><p></p><p>1) The name: “Tomb of Horrors” is a name, really, for the adventure product, not an in-character name for the locale (such as, say, White Plume Mountain or Ghost Tower of Inverness). But as such, it is a challenge to players, right on the cover. </p><p></p><p>It’s a badge of honor for DM’s to run the Tomb of Horrors, and a special merit for players to get through it - There are “I survived the Tomb of Horrors” bumper stickers, but none say “I survived Lost Caverns of Tsojcanth”. I think the adventure wouldn’t have quite the reputation it does if it had been named Tomb of Acererak.</p><p></p><p>2) The forward: Gygax’s forward to ToH serves the same purpose – it builds up S1 as the ultimate challenge for the best players, and declares that only those who are smart enough will beat it.</p><p></p><p>3) Linearity: Earlier in the thread we remarked on the linearity of the dungeon. This has helped make the Tomb a communal experience. Everyone who’s played or DMed in S1 has gone through the Great Hall, puzzled over the Great Green Devil and the Arch of Mist, and then proceeded through the Hall of Spheres, Chapel, Laboratory, Agitated Chamber, Pillared Throne Room, False Treasure Room, and Crypt. In that order.</p><p> </p><p>Unlike a discussion of playing Ravenloft, or Keep on the Borderlands, or Isle of Dread where play experiences can vary so much from group to group, everyone gets the full Tomb of Horrors experience.</p><p></p><p>4) The art: The included art booklet with illustrations to show what the PCs see room-by-room makes to module. I can’t imagine trying to run the adventure without it. A lot of the illustrations are really evocative – especially the Great Hall, GGD, the Chapel, and exploding gem. They make one feel one is exploring an ancient tomb, and often help make sense of the dense text descriptions.</p><p></p><p>5) Great encounters: Some of the rooms in the Tomb are really terrific, even if they don’t actually test players ability to think. The Great Hall especially, which everyone (even those who TPK there) encounters in just terrific fun to explore. The pictures for this area have so many details. There is so much going on with the red path, and the pit traps, Area 4, and the Arch of Mist and the Great Green Devil face. The chapel and the pillared throne room are similar (though not as good).</p></blockquote><p></p>
[QUOTE="shmoo2, post: 5761254, member: 6847"] I'd think that’s the general consensus of those who’ve continued to comment in this thread – Tomb of Horrors is overrated and doesn't really reward thinking so much as bomb squad tactics. Most of the dissenters who were participating earlier have stopped joining in the discussion. So how do those who feel S1 is overrated account for its legendary status? 1) The name: “Tomb of Horrors” is a name, really, for the adventure product, not an in-character name for the locale (such as, say, White Plume Mountain or Ghost Tower of Inverness). But as such, it is a challenge to players, right on the cover. It’s a badge of honor for DM’s to run the Tomb of Horrors, and a special merit for players to get through it - There are “I survived the Tomb of Horrors” bumper stickers, but none say “I survived Lost Caverns of Tsojcanth”. I think the adventure wouldn’t have quite the reputation it does if it had been named Tomb of Acererak. 2) The forward: Gygax’s forward to ToH serves the same purpose – it builds up S1 as the ultimate challenge for the best players, and declares that only those who are smart enough will beat it. 3) Linearity: Earlier in the thread we remarked on the linearity of the dungeon. This has helped make the Tomb a communal experience. Everyone who’s played or DMed in S1 has gone through the Great Hall, puzzled over the Great Green Devil and the Arch of Mist, and then proceeded through the Hall of Spheres, Chapel, Laboratory, Agitated Chamber, Pillared Throne Room, False Treasure Room, and Crypt. In that order. Unlike a discussion of playing Ravenloft, or Keep on the Borderlands, or Isle of Dread where play experiences can vary so much from group to group, everyone gets the full Tomb of Horrors experience. 4) The art: The included art booklet with illustrations to show what the PCs see room-by-room makes to module. I can’t imagine trying to run the adventure without it. A lot of the illustrations are really evocative – especially the Great Hall, GGD, the Chapel, and exploding gem. They make one feel one is exploring an ancient tomb, and often help make sense of the dense text descriptions. 5) Great encounters: Some of the rooms in the Tomb are really terrific, even if they don’t actually test players ability to think. The Great Hall especially, which everyone (even those who TPK there) encounters in just terrific fun to explore. The pictures for this area have so many details. There is so much going on with the red path, and the pit traps, Area 4, and the Arch of Mist and the Great Green Devil face. The chapel and the pillared throne room are similar (though not as good). [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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