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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="amerigoV" data-source="post: 5761764"><p>I will add to the great analysis above by emphasizing a couple of things:</p><p></p><p>1. The name and the nature of the module changes both play and expectations of the experience. If you ask people what D&D means to them, many will 1/2 joke 1/2 serious answer "kill monsters and take their stuff." That just does not happen here, and its reputation reinforces it. The module sets that tone by having the 3 "entrances" all being traps (with one of them continuing on the way if you do it right).</p><p></p><p>This reinforces what other have said - its a different experience. But tied to it is a different expectation of experience, which leads to different approach to play. When I played the 3.x version a couple of years ago, my approach and expectations of the experience were 180 degrees opposite of my normal D&D experience -- and that added to the fun.</p><p></p><p>2. The poem is key. I posted long ago in this thread that it serves many purposes. It provides hope that the Tomb can be beaten (it may be false hope). It gets players to have their PCs touch stuff they rightly would not do so after the first room or two. It drives PCs/Players to move forward. It also allows everyone to participate, as everyone can provide their interpretation. It also provides the "see, I told ya!" that every player loves to say when their interpretation of something is right (even if it is dumb luck).</p><p></p><p>I am not sure how conscious Gygax was of what the poem serves in this type of situation, but its clear that he recognized its value. Necropolis by Gygax is the grandchild of ToH. In there, you guessed it, is an obscure riddle/warning to a tomb.</p><p></p><p>3. The artwork is huge, IMO. That graphic of entrance hall just screams "this is different. Pay attention!" </p><p></p><p>4. I just like that none of my friends will play it, even as a one-shot. Its rep may be overblown, or it may be spot on as a killer dungeon. But the fact that some refuse to play it based on reputation alone gives the module staying power.</p><p></p><p>(And I must be right since this is my 666th post on EnWorld....)</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5761764"] I will add to the great analysis above by emphasizing a couple of things: 1. The name and the nature of the module changes both play and expectations of the experience. If you ask people what D&D means to them, many will 1/2 joke 1/2 serious answer "kill monsters and take their stuff." That just does not happen here, and its reputation reinforces it. The module sets that tone by having the 3 "entrances" all being traps (with one of them continuing on the way if you do it right). This reinforces what other have said - its a different experience. But tied to it is a different expectation of experience, which leads to different approach to play. When I played the 3.x version a couple of years ago, my approach and expectations of the experience were 180 degrees opposite of my normal D&D experience -- and that added to the fun. 2. The poem is key. I posted long ago in this thread that it serves many purposes. It provides hope that the Tomb can be beaten (it may be false hope). It gets players to have their PCs touch stuff they rightly would not do so after the first room or two. It drives PCs/Players to move forward. It also allows everyone to participate, as everyone can provide their interpretation. It also provides the "see, I told ya!" that every player loves to say when their interpretation of something is right (even if it is dumb luck). I am not sure how conscious Gygax was of what the poem serves in this type of situation, but its clear that he recognized its value. Necropolis by Gygax is the grandchild of ToH. In there, you guessed it, is an obscure riddle/warning to a tomb. 3. The artwork is huge, IMO. That graphic of entrance hall just screams "this is different. Pay attention!" 4. I just like that none of my friends will play it, even as a one-shot. Its rep may be overblown, or it may be spot on as a killer dungeon. But the fact that some refuse to play it based on reputation alone gives the module staying power. (And I must be right since this is my 666th post on EnWorld....) [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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