As generations of gamers blend and the OSR movement seems strong, there seem to be more and more occasions where someone wants to run or play in an old classic. But someone else at the table is near certain to have played in many of the old TSR classic modules. This seems inevitable as some of us who have been gaming for years introduce a new, younger generation to the hobby.
This often presents a problem as someone at the table has to pretend they do not know anything about the module. At least that is how we have tackled it in groups I have played in. The person that has played the module before simply bows out of any major decision making point. They don’t reveal a particular trap or help choose the right path. This lends itself to a tremendous amount of meta knowledge bleeding into actual play.
Sometimes this makes people shy away from certain modules. We all know it isn’t a lot of fun to not participate in solving puzzles, choosing passages, or delicately investigating that fearsome looking door bearing the face of a grinning demon. So the easiest way to handle that is to simply play adventures no one at the table has played before.
A Different Way
I recently started listening to the actual play podcasts over at the The Delvers. The podcast is on a bit of a hiatus at the moment due to various issues, but the past episodes are of course available. I started listening because of the Barrowmaze actual play under the Labyrinth Lord rules. The shows are well done, sort of like an old radio show with generous edits to keep things moving and interesting in easily listened to nuggets.
I noticed there was also a Tomb of Horrors actual play episode that was one big show. Intrigued I listened to that one as well. In this case one of the players had run the module at least once, maybe more, and possibly played it in the past as well. He found an interesting way to not have to sit on the sidelines with his meta-knowledge.
His magic-user’s backstory included him spending many years in his wizard tower studying the tomb of Acererak. This course of study over ancient tomes helped the wizard in-character know more about the Tomb of Horrors than normal. The player was able to blend their meta knowledge into why their character would know more detail about the Tomb.
I thought this was an interesting way to tackle this issue as the generations of gamers blend and we replay the older classics. Listening to the podcast the early parts, the more familiar parts, of the tomb were quickly explored as this meta knowledge showed as in character research. The further into the tomb though, things became uncertain as the meta knowledge was less precise. By the midway point of the module decisions were needing to be made as part of the whole party, with no clear answer.
I think this tactic could work for other scenarios as well. In my own games if I happen to run something someone else has played or run, we can chalk up some of that character’s research in some dusty library that happened during downtime earlier in the campaign. This will help allow the character to fully participate without having to keep quiet all of the time.
Now this might not work for all modules, where they are less puzzle or trap oriented and more “big twist” at the end oriented. But it does provide yet another tool to the GM to help run something that might have been played before. I will certainly add this tool to my arsenal of GM tricks.
A Unique Issue
Have other GMs run into this issue of trying to run a module another player in the group has run or played? Do you avoid such adventures? Have you developed work around for that situation? If so I want to hear about them!
I actually went through this with my own campaign of players with “Tomb of Horrors” as well. In this instance, the PCs had actually played the adventure itself about 20 years ago when we were younger men.
I handled it very similarly: I explained that basically due to lore of the Tomb was infamous that player’s had some knowledge of it via tavern talk, whispered rumors and legends handed down through family.
It was actually perfect because the player’s had several, “Oh yeah… I think I know what is supposed to happen here…”
Examples (and *SPOILERS* for Tomb of Horros) below:
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The only puzzles they really remembered were:
. there are two false entrances (and that the long hall is the true entrance)
. don’t put anything into the devil mouth/sphere of annilahation
. that one long hallway will eventually turn into the slide into the fire
…but beyond that, it was as if it was fresh. The hall of spheres, the puzzles, etc. were all knew. We almost had a TPK when they got to the chapel and the lightening bolt fried the bulk of them.
In this instance, I think it actually enhanced game play
Awesome! I can certainly see how it could enhance play with this “insider” knowledge. Or even when you misremember something add a whole new element of fun or interesting table debates!
I have actually run the same adventure a second time for the same group of people. Three times! The trick is to change enough that it doesn’t seem the same but still retains the skeleton of the plot. Keeping the same tone and theme of the original is optional. Mixing things up also gives a chance to experiment with the ending and the motivations of NPCs.
The first time I did this was with a treasure hunting adventure that sent the players criss-crossing around the globe looking for clues. The second time I ran that adventure I put the clues much closer together and deleted some of the arbitrary challenges along the way so we could get to the finale faster and smoother.
The second time the adventure used a mad scientist type of character with shady motives. The first time I ran it the PCs were expecting a double-cross so I made him an honest guy who backed them up and fulfilled his promises, the second time they thought the opposite so I had him betray them at the last moment.
The third adventure I ran twice was, believe it or not, Keep on the Borderlands. Both times the PCs spent more of their time at the Keep than they did at the caves. Go figure!
When I ran some old modules that some players of the group had gone through it was hilarious because they remembered the module but not well enough to help., Someone would set off a trap and a player would go “That’s right, I remember that now. I’m pretty sure we set that off last time I played this too.” One player Brent also remembered things wrong. I’d let him meta game all day knowing that he had less than a 40% chance of being right.