WIZARDS CAN STILL SURPRISE ME - TOMB OF ANNIHILATION REVIEW
Another 203 page behemoth from Wizards of the Coast. I’ve read Out of the Abyss, Curse of Strahd, even Hoard of the Dragon Queen and more, and everything from WotC these days is over 200 pages. They aren’t all entirely bad, but they all contain the same grievous failings, failings that one can guess from the fact that the teams writing them often appear to have little experience doing professional writing for editions of Dungeons & Dragons prior to 3.5. Even with 5E adventures that have stronger open world elements, such as Out of the Abyss and Curse of Strahd (both also headed by Chris Perkins) have a devotion to scene based adventure design, excessive backstory, muddled text lacking evocative detail, a focus on set-piece combat as the default solution/climax of any scenario, a disdain for both player critical thinking ability and GM choice. You end up with a huge volume that’s so optimized for a GM to read it like a novel that it is almost unusable at the table, and when used, focused on dragging the players along a specific story and campaign arc in a largely predetermined way.
This and all other art appears to be promotional imagery for the adventure or related (videogames, boardgames) products. |
A first sign of hope is that the writing team wasn’t entirely the same with Tomb of Annihilation. Steve Winter was involved and has a long history with earlier games: Star Frontiers, early Dragon and as the writer of Ruins of Adventure (The basis for Pool of Radiance). Even Chris Perkins who has been a lead writer for Wizard’s later editions and 5E products provided an adventure to Dungeon Magazine Issue #11, that Bryce of 10-Foot Pole describes as “A tournament module, with scoring. It revolves around a four-level keep/castle with about fifty rooms in it. The party has to make their through it to the end. The two major occupants are betting on the parties outcome and if they’ll make it, with the adventure eventually ending with the party fighting both of them. It’s not terrible for a tournament adventure: it’s self-contained and there’s a decent amount of variety in the encounters as well as options available to the players in navigating the keep.” Pretty high praise from him for anything published in Dungeon. WIll Doyle and Adam Lee are newer game writers who seem to mostly have worked on 5e product.
Despite having some writers who might understand how location based adventure design works, and presumably have run games where the most important use of a written product was providing a skeleton and overview of a location or set of locations for players to adventure in rather than providing pages of boxed text to read aloud as justification for moving from complex tactical combat to complex tactical combat, Tomb of Annihilation doesn’t start with much promise.
Like every other Wizard’s product Tomb of Annihilation promises epic adventure that will raise a party from low level (1st) to high level (11th). Using 5th Edition’s default experience points for bloody handed killing this means a lot of dead monsters. The book that follows includes its share of the rest of WotC’s big design flaws (copious read aloud text, promise to adhere to larger underlying story, dense writing that conceals important location aspects/elements, requirements for the Monster Manual to determine enemy strength and assumptions of PC morality). More hopefully Tomb of Annihilation is a throwback and an intentional re-framing of Tomb of Horrors (It includes the infamous Acererak) and Dwellers of the Forbidden City. Like the unofficial marketing for Tomb of Horrors, Tomb of Annihilation claims to be exceptionally deadly to characters - with the suggestion of an optional “meat grinder” mode (which amounts to a harder death save), and a story mechanic that makes character death more or less permanent. There are even a few words on providing replacement characters for the dead.
Despite my initial foreboding Tomb of Annihilation won me over - it's by no means a great adventure, but it's solid, interesting and usable in a way that prior 5th edition products haven't been.
Like every other Wizard’s product Tomb of Annihilation promises epic adventure that will raise a party from low level (1st) to high level (11th). Using 5th Edition’s default experience points for bloody handed killing this means a lot of dead monsters. The book that follows includes its share of the rest of WotC’s big design flaws (copious read aloud text, promise to adhere to larger underlying story, dense writing that conceals important location aspects/elements, requirements for the Monster Manual to determine enemy strength and assumptions of PC morality). More hopefully Tomb of Annihilation is a throwback and an intentional re-framing of Tomb of Horrors (It includes the infamous Acererak) and Dwellers of the Forbidden City. Like the unofficial marketing for Tomb of Horrors, Tomb of Annihilation claims to be exceptionally deadly to characters - with the suggestion of an optional “meat grinder” mode (which amounts to a harder death save), and a story mechanic that makes character death more or less permanent. There are even a few words on providing replacement characters for the dead.
Despite my initial foreboding Tomb of Annihilation won me over - it's by no means a great adventure, but it's solid, interesting and usable in a way that prior 5th edition products haven't been.