Thread #3932988
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How would you go about designing a crpg for the original Tomb of Horrors?
>what game genre
>what engine
>what mechanics, art style, etc etc
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>>3932988
Merchant simulator like Recettear but with dungeoneering mechanics; send in teams to mine out as much mithril/adamantium as possible before returning and become incredibly rich selling it on the open market.
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>>3933586
That would only work for the three entrance tunnels, and it would only like twenty gold pieces.
And it's not "the one". "It" was a bullshit session Gygax ran sometimes for conventions. There wasn't an actual dungeon that existed before everyone sat down. It consisted of him making shit up on the fly after setting the ground rules as being that he would intend to kill the players as imaginatively as possible, and when players died someone waiting in line took their seat. Once you understand that all Tomb Of Horrors printings are just confabulations made from loose memories and with editorial input by Gygax long after the fact, you begin to understand what the Tomb Of Horrors actually was. It's an unserious bullshit session in the guise of a roguelike where the GM makes up whatever they want on the spot.
It's not a dungeon.
It's a playstyle.
It's not a game about dungeon crawling adventure.
It's a game about the social dynamics of manipulating everyone else at the table.
That's Gygax's true legacy. He was a terrible game designer. He was a mediocre novelist. But he had a natural intuition about how to manage autistic children in an era when the concept of autism as a medical / neurological phenomenon didn't really even exist. True Gygaxian old school gameplay is a miserable experience if you want to roleplay. Just play roguelike video games instead.
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>>3933705
Yeh
Tomb of Horrors, or things like it can *sorta* work as a session 0 of sorts. I've heard the phrase "Darwinian Character Creation" used for this before, you have an ultra high lethality session 1 that kills tons of characters. The purpose of this is it essentially flushes player investment in backstory and people making OCs, and gets them to land on characters that were their fifth or sixth choice, that they invested almost nothing into, and so everything that comes after is emergent and organic. You don't end up playing the guy you wrote two pages of backstory for, the half-epf prince of a fallen kingdom, fortold to get the sword of blahblahblah, you end up playing Elf mcWizard, the son of a bookstore owner who left home because his dad called him a faggot, who was supposed to die to the next dart trap but lo and behold, here he is as one of the survivors of the tomb. Actually this is pretty handy for newer players who have had too long to think about their first character, and makes them feel more in control than handing them the sheet with their pre-made on it.
But, as played, no, Tomb of Horrors has no place at an actual table. It worked for Gygax because this was publicity and got 60 people a spot at his table in one afternoon.
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>>3934294
Like, 5 or 6 years ago it was the older, chubby goth girl who is kinda mean but likes you, and also has all the same interests as you, but I have no idea what the kids of today like. The kids of today are too paranoid to state their preferences for fear of government surveillance, a decision I can't exactly criticize. As far as I've seen at least.