Like many others I had heard stories of the Tomb of Horrors adventure. Recently, I was lucky enough to have an copy of the original adventure fall into my hands. I had never run, played, or read the full adventure before so I figured I would read the adventure with the idea of potentially running it.

It soon became apparent that it is not the style of adventure I would like to run. I do like the creativity and originality of the adventure, but I find the adventure is one that requires the the players to execute a very specific sequence of acts to be successful. If the players have a misstep or bad decision, it is likely they will meet their end with no recourse. I have visions of Dragon’s Lair while I read it, a very specific sequence of actions that were required to win. One false step and another quarter is required.

Gary Gygax’s Tomb of Horrors seems to be a cruel creation that at times seems patently unfair to players. It fits the theme of old-school Dungeon Master being a god over players in his story rather than creating a story together. It so many ways, the game has changed for the better.

I do like the fact that the adventure does not feel like a slog through combat after combat. I think that is something that I will try and incorporate into my games. Gygax should be commended for the originality and complexity of the dungeon.

I do wish the adventure awarded the creativity of the players or provided role-playing scenarios where the players can solve problems through negotiation and innovation. In the end, it is a very railroady, linear adventure.

I don’t think I will ever run Tomb of Horrors. It has inspired me to read more of Arnason’s adventures rather than Gygax’s adventures. From what I hear, Arnason preferred collaborative role-playing over Gygax’s tactical wargaming.

Arnason certainly seems closer to what I prefer and the current state of Dungeons and Dragons.

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