And of course the module's MacGuffin, the Soul Gem, is itself a death trap for the unwary - a classic move that many players of a certain vintage will remember all too well. There's the chess room, the reverse gravity area, the temporal stasis room, and many more. But it's the tricks and traps that really stand out nearly 30 years later. That's because it's filled with a wide variety of ingenious - and deadly - tricks and traps, in addition to more than a few monsters. Written by Allan Hammack, it's a very difficult adventure, one that my players came to loathe when I ran it back in the day. There's definitely a lot of truth to this perspective, but we should all bear in mind that a great many TSR modules were in fact clearly identified as having their origins in tournament play and indeed made no effort to disguise this fact.ฤก980's The Ghost Tower of Inverness is a good example of a tournament adventure turned into a published module. That is, the module format is largely artificial and gives a somewhat false impression about early adventure design. It's becoming accepted wisdom in old school circles that what we think of as an "adventure module" says more about the exigencies of tournament play than the way referees constructed scenarios for use in their home campaigns at that time.
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