Post by KrinnPhindalin on Apr 13, 2017 17:51:42 GMT -6
Hello- I want to start this in saying that I am relatively new to this game, as I have been playing for 3-4 years now, and I just started reffing. I run Adventurer's League for 5th edition and a OD&D game at my house, with the OD&D game being my favorite. It hasn't started yet, but in practice sessions, I have killed more characters than people playing (6 characters, 4 players). For my 5e game, I am required to run modules, and the new book that has lots of old-school dungeons just came out. At some point, I want to run Tomb of Horrors, and I want to capture the old-school feel that I wish I was around for. I don't know if anyone here played in Gary's game when he ran that adventure, but I want to hear tips on how to get the old-school feel. I am trying to make the players map, but they don't really want to and they go by memory. Does anyone have any tips? Thanks in advance! -Jack Lunt
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
I'm hardly an expert, but I'd say if your players don't want to map, don't try to force them. At the same time, don't make it easy for them when they leave the dungeon. Make them trace their route back to the entrance (wandering monster checks and all). If they manage to remember the route back, fine. And if not..., well then maybe they'll decide mapping is worthwhile after all.
I'm hardly an expert, but I'd say if your players don't want to map, don't try to force them. At the same time, don't make it easy for them when they leave the dungeon. Make them trace their route back to the entrance (wandering monster checks and all). If they manage to remember the route back, fine. And if not..., well then maybe they'll decide mapping is worthwhile after all.
That is what I did for Hidden Shrine of Tamoachan. A couple players got teleported to area 15 when thery were at area 32, and I made them go all the way back to the party. They didn't map, got lost, and had to fight 4 random monsters. I let them get back after awhile due to the pain of them splitting up, but then we ended it.
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
Hello- I want to start this in saying that I am relatively new to this game, as I have been playing for 3-4 years now, and I just started reffing. I run Adventurer's League for 5th edition and a OD&D game at my house, with the OD&D game being my favorite. It hasn't started yet, but in practice sessions, I have killed more characters than people playing (6 characters, 4 players). For my 5e game, I am required to run modules, and the new book that has lots of old-school dungeons just came out. At some point, I want to run Tomb of Horrors, and I want to capture the old-school feel that I wish I was around for. I don't know if anyone here played in Gary's game when he ran that adventure, but I want to hear tips on how to get the old-school feel. I am trying to make the players map, but they don't really want to and they go by memory. Does anyone have any tips? Thanks in advance! -Jack Lunt
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
Hello- I want to start this in saying that I am relatively new to this game, as I have been playing for 3-4 years now, and I just started reffing. I run Adventurer's League for 5th edition and a OD&D game at my house, with the OD&D game being my favorite. It hasn't started yet, but in practice sessions, I have killed more characters than people playing (6 characters, 4 players). For my 5e game, I am required to run modules, and the new book that has lots of old-school dungeons just came out. At some point, I want to run Tomb of Horrors, and I want to capture the old-school feel that I wish I was around for. I don't know if anyone here played in Gary's game when he ran that adventure, but I want to hear tips on how to get the old-school feel. I am trying to make the players map, but they don't really want to and they go by memory. Does anyone have any tips? Thanks in advance! -Jack Lunt
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
The thing is, I'm running the modules in Adventurer's League, in which I have to follow the module. I can't give out random things because I feel like it, and for that reason I find it less rewarding. I'm not allowed to change Tomb of Horrors to make it with save or die traps. Instead, I have to use the watered down 10d6 damage.
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
The thing is, I'm running the modules in Adventurer's League, in which I have to follow the module. I can't give out random things because I feel like it, and for that reason I find it less rewarding. I'm not allowed to change Tomb of Horrors to make it with save or die traps. Instead, I have to use the watered down 10d6 damage.
Sorry missed that I thought you were running it in your home game.
Post by KrinnPhindalin on Apr 14, 2017 10:16:09 GMT -6
No problem- I wish it was a home game, since then I don't have to listen to a book. It is mildly frustrating.
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
I'm hardly an expert, but I'd say if your players don't want to map, don't try to force them. At the same time, don't make it easy for them when they leave the dungeon. Make them trace their route back to the entrance (wandering monster checks and all). If they manage to remember the route back, fine. And if not..., well then maybe they'll decide mapping is worthwhile after all.
That is what I did for Hidden Shrine of Tamoachan. A couple players got teleported to area 15 when thery were at area 32, and I made them go all the way back to the party. They didn't map, got lost, and had to fight 4 random monsters. I let them get back after awhile due to the pain of them splitting up, but then we ended it.
Tough it out. Make them find their way back and have no mercy.
Also... put in curved passages, one-way doors, secret doors, etc.
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
Part of me likes the idea of awarding XP for exploring, and part of me thinks that XP for gold IS the reward for exploring.
I know you aren't allowed to change the module, but are you required to use a specific list of approved modules? Or are you allowed to drop in other printed modules?
Because as a prelude to Tomb of Horrors, just to shake things up a bit, you can try using the False Tomb of Horrors from Footprints #17. Presumably, they would require you to read all save-or-die references as the 10d6 damage roll, unless I'm misunderstanding and the version of Tomb of Horrors is actually re-written to remove save-or-die traps? Not sure if the league rule is "no save-or-die" or "no changing the module", in other words.
Not that I can vouch for The False Tomb of Horrors personally. I've never run it. I've just read through it.
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
Part of me likes the idea of awarding XP for exploring, and part of me thinks that XP for gold IS the reward for exploring.
I do this because I tend to be stingy on giving out gold. I need to loosen my purse strings a bit more....
A big part of Tomb of Horrors' 39-year-old* mystique is that it's such a difficult, "Killer" module, meant to test experienced players.
So, SHOW NO MERCY. REMOVE ALL PITY FROM YOUR BLACK, COLD HEART. THINK LIKE A CROSS BETWEEN A SHARK, HITLER, AND THE TERMINATOR.
If they die, the players might whine. But if they live they will have that special feeling of having really accomplished something epic that they can brag about for decades. They beat the freakin' Tomb of Horrors!
*Had a long conversation with my doc today about options for arthritis treatment. That made me feel old. But reading that ToH first came out in '78 makes me feel OLD.
Last Edit: Apr 15, 2017 1:24:40 GMT -6 by ritt: Gramur un speling
No problem- I wish it was a home game, since then I don't have to listen to a book. It is mildly frustrating.
So curiosity.. If you hate the AL so much, why run it for them?
I'm in the same boat. I don't really hate the AL but I do find it frustrating and restricting sometimes. Still, it's one of the more active gaming communities at the moment if you want to find face-to-face players in the store.
I know you aren't allowed to change the module, but are you required to use a specific list of approved modules? Or are you allowed to drop in other printed modules?
Depending upon the store you may have some flexibility in which modules you run, but they do come from a very select list. There are a half-dozen or so hardbacks and several dozen one-shot adventures which have been approved, and that's it. I wanted to run some of the Goodman Games "Fifth Edition Fantasy" modules and couldn't since they aren't AL approved. I assume the key is that they want to control what types of magical items can be found by players. It is a pretty good system, overall, except for the mild frustration factor of not getting total freedom.
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
I know you aren't allowed to change the module, but are you required to use a specific list of approved modules? Or are you allowed to drop in other printed modules?
Because as a prelude to Tomb of Horrors, just to shake things up a bit, you can try using the False Tomb of Horrors from Footprints #17. Presumably, they would require you to read all save-or-die references as the 10d6 damage roll, unless I'm misunderstanding and the version of Tomb of Horrors is actually re-written to remove save-or-die traps? Not sure if the league rule is "no save-or-die" or "no changing the module", in other words.
Not that I can vouch for The False Tomb of Horrors personally. I've never run it. I've just read through it.
I like save or die. It brings the old feel to it, and with the new port to 5e, it is pretty tame.
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
No problem- I wish it was a home game, since then I don't have to listen to a book. It is mildly frustrating.
So curiosity.. If you hate the AL so much, why run it for them?
I don't hate it. It is an easy way to play D&D, and it is decent, but I would rather play a different edition. It is still D&D and I am free on Wednesdays, so why not?
Jack Lunt, the DM, whose characters consist of: Krinn, the Frog-Man Fighting Man who is poisonous and fights with a spear Kiranor of Ram's Horn Dungeon Elf Thief 3- Rest In Peace
So curiosity.. If you hate the AL so much, why run it for them?
I don't hate it. It is an easy way to play D&D, and it is decent, but I would rather play a different edition. It is still D&D and I am free on Wednesdays, so why not?
Well you could always put up an ad in the game store looking for D&D players. Mention that you want to play Tomb of Horrors 5e but with a classic Gygaxian feel to it.