tag:blogger.com,1999:blog-4607464045429311026.post881580433490594820..comments2024-03-26T00:09:13.941-07:00Comments on Dungeon of Signs: Pahvelorn Session 38 - Two Citadels of DeathUnknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4607464045429311026.post-51003477562467073762013-07-17T09:44:27.819-07:002013-07-17T09:44:27.819-07:00I think I am lucky in that my player knowledge con...I think I am lucky in that my player knowledge consisted of "tooth door", "frozen graveyard" and "it's full of dead people - they all get up at once".Gus Lhttps://www.blogger.com/profile/14872819206286105195noreply@blogger.comtag:blogger.com,1999:blog-4607464045429311026.post-78998221451495700202013-07-17T09:20:17.247-07:002013-07-17T09:20:17.247-07:00On the subject of re-skinning the adventure and th...On the subject of re-skinning the adventure and the actually disconcerting creepiness of the necropolis: for me it was the presence of unmodified details from Death Frost Doom that made the game so good -- things like the tooth door and the whistling sound in the snowy graveyard. At the same time, there were enough differences that I always mistrusted myself, even doing things against my better judgement. (Throwing a coin in the cursed wish fountain for example.) It was like Chuang-Tzu's butterfly dream, but nightmarish and made out of skulls. Or put differently, my metagame knowledge contributed mightily to my feelings of claustrophobia and my sense of impending doom. I think it would have been less affecting if I hadn't known the adventure. <br /><br />It gives me a lot to think about re. using player knowledge in games. Not so much re-skinning as switching the organs around. <br /><br />But I wonder if there's something about the essential malice of Death Frost Doom, and maybe LofTP offerings in general, that makes them function in this kind of way.<br /><br />Evan Whttps://www.blogger.com/profile/14951417464125973886noreply@blogger.com