Quote:
Originally Posted by Anthony
That seems like a poor design for an introductory adventure (yes, there's room for irony, but you should usually introduce the tropes before breaking them).
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I've said before, I think
ISAR is a terrible introductory adventure for GURPS
newbies... but, I've refined my thoughts some and it's an excellent introductory adventure into OSR gaming.
The person that hires the Party is lying to them? Check.
'Unfair' first combat? Check.
Secret room that's hard to find and only exists to hand out loot and clues as to the 'dungeon's backstory'? Check.
Half the dungeon gated off behind a single easily failed skill roll? Check.
Heinous monsters in random rooms for no discernible reason? Check.
Wandering Damage Chart? Check.
Tunnels that lead off away from the adventure and serve only to confuse easily distracted PCs (and which will be retconned in the next adventure anyway)? Check.
End Boss that's weaker than a 'random monster'? Check(ish).
A "if you go here you're probably dead" portal? Check.
See? Perfect example of OSR gaming.
It even kinda follows that terrible "
5 Room Dungeon" nonsense (thought I suspect this has more to do with adventure brevity than Kromm actually trying to adhere to the 5 Room format).