Tomb of Horrors
Apr. 27th, 2017 10:38 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
A long time ago, there was a DnD module tomb of horrors, and every so often since there's been some controversy about it.
AIUI, it was the equivalent of playing a computer game on iron-man difficulty, with no saves, only one life, etc. It was designed for experienced players who wanted a really deadly challenge, often at conventions where there might be an audience.
The general features are (a) there's a lot of challenges that involve player decisions, not specific skills, whether the characters are appropriately really really careful about everything they do. (b) when something goes wrong, it's usually very deadly.
That meant, if you expected "fair" to mean "forgiving", it's really really not -- if you're the slightest bit incautious, you'll likely all die immediately. But if you expected "fair" to mean, "your death stem directly from your decisions" then it is more so than most adventures[1].
But if you don't know that, there is a lot of ire between people who loved it, people who think this is "the one true way" of how a session should be, and people who tried it and became incredibly resentful. It's good that the far end of a bell curve exists when that's something some people want to find, even if *most* modules should be somewhere left of it.
I did once play with a GM who played a few sessions of it inbetween campaigns. I liked the idea, although I usually like roleplaying with more story.
[1] There are some flaws where it might not be completely fair, or ambiguous descriptions, etc, but less than most modules at the time iirc.
AIUI, it was the equivalent of playing a computer game on iron-man difficulty, with no saves, only one life, etc. It was designed for experienced players who wanted a really deadly challenge, often at conventions where there might be an audience.
The general features are (a) there's a lot of challenges that involve player decisions, not specific skills, whether the characters are appropriately really really careful about everything they do. (b) when something goes wrong, it's usually very deadly.
That meant, if you expected "fair" to mean "forgiving", it's really really not -- if you're the slightest bit incautious, you'll likely all die immediately. But if you expected "fair" to mean, "your death stem directly from your decisions" then it is more so than most adventures[1].
But if you don't know that, there is a lot of ire between people who loved it, people who think this is "the one true way" of how a session should be, and people who tried it and became incredibly resentful. It's good that the far end of a bell curve exists when that's something some people want to find, even if *most* modules should be somewhere left of it.
I did once play with a GM who played a few sessions of it inbetween campaigns. I liked the idea, although I usually like roleplaying with more story.
[1] There are some flaws where it might not be completely fair, or ambiguous descriptions, etc, but less than most modules at the time iirc.
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Date: 2017-04-27 10:09 am (UTC)Was that it? I'm visualising a temple passage with pitch-black round portals down the sides (I'm remembering it as Temple of Horrors...).
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Date: 2017-04-27 10:52 am (UTC)I definitely think you *either* want to roll up disposable characters quickly, and get to know them only if they survive, *or* play a campaign where you expect to mostly succeed with the same characters -- I'm not sure if it's true, but I think there's been a general shift from the first to the second, and in the middle was a bit of a bad compromise, especially with GMs who were trying to figure things out without any experience how the game was likely to go.
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Date: 2017-04-27 11:53 am (UTC)no subject
Date: 2017-04-27 11:09 am (UTC)no subject
Date: 2017-04-27 02:23 pm (UTC)It's important to recognise that it was created as a tournament module. This was not a mincer through which to feed campaign characters you cared about. And yes, characters will die. I believe the M:tG term of art is that "lives are a resource"? (-8
Provided the players understand what they're getting into — and if they are given the legends they can't say they weren't warned — part of the challenge is to mitigate disaster, to do things in such a way that only one character is toast rather than the entire party, when things go wrong.
I think it's a good thing that Tomb of Horrors exists, but also a good thing that it's singular rather than something the rest of D&D emulated!
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Date: 2017-04-27 05:18 pm (UTC)no subject
Date: 2017-04-27 09:49 pm (UTC)I've only skimmed his essay, but my impression is, he legitimately describes how bad it is when someone tries to hand you that as a new player and say "this is DnD, have fun", but doesn't really distinguish between "this is not a good introductory product" and "this is shit and should be destroyed".
And as JA said, lots of games feel bad if you play them without knowing what you're doing and feel hard done by, I'm really sympathetic to his 12-year-old self, but getting ostracised for a year because a game went badly isn't really fixable by not printing bad games.