Dungeons & Dragons: Honor Among Thieves
reliable to its claim , Dungeons & Dragons , the world ’s first roleplaying game , is strongly focused around the mind of exploring dark and unsafe places - cavern , palace , and desolate tombs filled with monstrosity , traps , and treasures . Of all the dungeon - diving event scenarios published forD&Dover the geezerhood , none is more notorious thanTomb of horror , an adventure faculty drop a line byD&Dco - creator Gary Gygax . RPG gamers who have n’t playedTomb of Horrorsfirsthand may enquire : Why is the mental faculty so deadly to even the most powerful adventurers ? And how exactly are players supposed to survive this deathtrap - fill up labyrinth ?
TheoriginalD&DTomb of Horrorswas first unveiled by Gygax at the Origins gaming convention in 1975 , and it has retained its same virulent premise in subsequent variant ofDungeons & Dragons : an ancient , evil demi - lich named Acererak seeks to protect his grave ( and the treasure within ) from tamper adventurers , electing to do so not with behemoth but with a cruel raiment of traps and magical curses design to work the greed and paranoia of seasoned dungeon delvers . Even high-pitched - levelD&Dplayer characters will perish instantaneously if they take a single wrong step in this grave . In fact , many player who brave this mental faculty get their character killed just research for the grave ’s entrance .
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At first glance , Tomb of Horrorsseems to go against every rule of RPG storytelling attend inDungeon Master guidebooksand livestreamed secret plan sessions - puzzle out together with players to tell a account , make challenges designed to be get the better of , etc . Indeed , by current standard , aD&Dmodule that instantly mangle player who make a undivided mistake ( with the Dungeon Master decide what number as a mistake or not ) get along across as unjust and difficult for the rice beer of being hard . When viewed in the context of old - schoolDungeons & Dragons , a different coinage of RPG from modernD&D , Tomb of Horrorsmakes a lot more sense .
Tomb Of Horrors Was Built On Old-School D&D Sensibilities
The life story of a fantasy adventurer was very cheap in the original 1970sDungeons & Dragonsfleshed out by Gygax and Dave Arneson in theirGreyhawkandBlackmoorcampaigns . The idea of " challenge ratings , " balance the trouble of a dungeon against a company ’s current strength , was practically non - existent , so it was n’t unusual for player to hightail it across monsters or trap that could off them in a individual blow . To make matter bad , older - schoolDungeons & Dragonscharacter sheet lacked skill such as Perception , Investigation , and Arcana for participant to sense secret dangers . To observe traps and monsters lurking in lying in wait , a 1970sD&Dparty needed to analyze every inch of the dungeon they crept through , either by analyzing the Dungeon Master ’s scenery descriptions for clues or by prod anything suspicious with thrown rocks or the infamous 10 - foot pole .
In contrast to modernD&D , which has many ways forPlayer Characters to cheat death , the " hardcore " lethality of earlyDungeons & Dragonsencouraged many players of the time to charter NPC underlings to scout ahead , to organize go and items designed to trip traps from a distance , to run off from impossible fight , and to create folders full of backup thespian theatrical role just in eccentric their current 1 died . Many earlyD&Ddungeons were presented to instrumentalist as intricate puzzles to be solved with perception , caution , creativeness , and a willingness to take a bound of trust when want . Under this paradigm , Tomb of Horrorswas simply a peculiarly toilsome mystifier forD&Dplayers to solve , de - emphasizing spectacular monster struggle in favor of deathtraps that would make Indiana Jones cringe .
Tomb Of Horrors Messes With Veteran D&D Players' Expectations
Over time , 1970sDungeons & Dragonsplayers grew sassy to the john Gygax and otherDungeon Masters of the timeliked to pull , using 10 - substructure poles to poke for traps and hidden passages , check treasure for curses , heed at the door to see if monsters were hiding on the other side , and blasting statues with fireballs before they could animate . In reply , the traps and perils inTomb of Horrorsmess with , and even punish , normal player behaviors . Climb into the statue ’s large mouth to look for hoarded wealth ? Get disintegrated . Search for the one gem chest that is n’t a sand trap ? They ’re all deadly . Poke and stab the floors and walls of the entranceway for traps ? The ceiling crushes you .
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Handled poorly , the instant - death , counter - intuitive hazards inTomb of Horrorscan be instantaneously thwarting forDungeons & Dragonsplayers , who may palpate the Dungeon Master is punishing them for behaviors they were encouraged to follow when they started playingD&D. To run this scenario reasonably ( as it were ) , DMs must cite Gygax himself , telling playersTomb of Horrorsis a " intellection person ’s faculty , " not a dungeon they can simply"murder - hobo " their mode through . to boot , Dungeon Masters must be very responsible with the scenery verbal description they share with players , using sensory details to suggest at the location and nature of the traps lying forwards .

Tomb Of Horrors Was Designed To Be D&D Players' Ultimate Test
Tomb of Annihilation , theD&D5e version ofTomb of revulsion , moves the titulary tomb to the jungle realm of theForgotten Realmsand gives the demi - lich Acererak an documentary more complex than " tempt adventurer to their Death . " He now seek to use an artifact promise the Soulmonger to debilitate aside the soul of anyone ever revive with divine legerdemain so as to fire the birth of a young graven image . The layout and peril of Acererak ’s lair have been update to speculate the unexampled rules offifth editionDungeons & Dragonsand the background ’s theme of " block jungle tabernacle and gods . " Still , like the originalTomb of revulsion , theTomb of Annihilationis a deathly gauntlet , designed to be the ultimate trial run for experienced participant who ’ve overwhelm every other challenge over the course oftheir farsighted - runningD&Dcampaigns . If they perish in the grave , players can tell stories of their stunningly ghastly deaths . If they outlast the grave , they can boast and bluster about their guile and ingenuity . If they really crow over the tomb , they become legends .
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