Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site gitpyr.UUCP Path: utzoo!watmath!clyde!cbosgd!gatech!gitpyr!kss From: kss@gitpyr.UUCP (Kevin Smith) Newsgroups: net.games.frp Subject: Re: Tomb of Horrors Message-ID: <1101@gitpyr.UUCP> Date: Wed, 27-Nov-85 11:42:35 EST Article-I.D.: gitpyr.1101 Posted: Wed Nov 27 11:42:35 1985 Date-Received: Thu, 28-Nov-85 04:48:55 EST Organization: Georgia Institute of Technology Lines: 27 Keywords: DM's responsibility I disagree with the recent assessment of the Tomb. I played this adventure (and survived), and like any other its playability depends on the DM running it. We started with a party of 6 and got out with 4, and we did solve most of the traps. We were actually a pretty low level party, averaging somewhere around 8th; the DM adjusted, as is always necessary. The thing is, the Tomb is not designed to be a monster crashing trip so much as a _thinking_ challenge. The challenge of outwitting the particular traps given is one I have not seen equalled anywhere. In my opinion, it is the responsibility of the DM to make the challenge within the reach of the characters--every module I have looked at starts with the advice "modify this to fit your needs" or some such. If as we were you are given the very heavily worded advice that you have to think, you can do it. That borders on one of my pet grumbles. I've played and DM'ed both--we kind of took turns among my group--and I've noticed a number of DMs set them- selves up as antagonists against the party, even taking it personally when a resourceful party beats one of their clever ploys. A DM is supposed to be a *referee*, not an enemy. Thoughts?... Kevin Smith once known as - - Eelar the Blue (and others) -- Kevin Smith Georgia Insitute of Technology, Atlanta Georgia, 30332 ...!{akgua,allegra,amd,hplabs,ihnp4,seismo,ut-ngp}!gatech!gitpyr!kss