May 27, 2013
This weekend, my group had the opportunity to try its hand at the classic D&D adventure, the Tomb of Horrors. While there’s a super-adventure for 4E that’s set years after the original adventure, I wanted to give my players a taste for old school bash-the-door-in-and-pray-you-don’t-die games, so I updated the original module for their level and kept all the traps, save-or-die situations, and general geekiness that is the original.
I’ll write a full article on everything that happened, but I did want to share some initial observations.
My players have been doing this campaign since the winter of 2009, but they haven’t played previous editions of Dungeons and Dragons and we don’t really have the chance to branch out into other games given our schedules. However, I’ve been lucky enough to play 3.0 and 3.5 D&D, Fireborn, a little Magic the Gathering, d6 Star Wars, Call of Cthulhu, and others. In a way, I wanted them to feel like they were part of a long tradition of gamers. Anyone who’s played through the Tomb of Horrors knows it’s a meat grinder. Making it out alive, or with most of your limbs, is an accomplishment.
Seeing as how the party is epic level now, I wanted to give them a taste of what it used to feel like to be so vulnurable.
This is a key part of the last few gaming sessions and levels I think is missing.
Do the players have fun? Oh yes.
Did they also enjoy a night of deadly rooms and tapestries trying to kill them? Oh yeah.
Like I said, they still have another week to go to get to the end, but so far, there are stories aplenty.
Just thought I’d let you know.