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Arram's Tomb

by James Beck

Fantasy
2019

(based on 12 ratings)
2 member reviews

About the Story

The brave companions enter the old wizard's tomb in search of wealth and adventure. Many have done so before but no-one has ever returned. Direct barbarian, cleric, mage and thief towards great wealth and survival of the trials of Arram's tomb.

Game Details

Language: English (en)
First Publication Date: October 1, 2019
Current Version: Unknown
License: Freeware
Development System: Twine
IFID: Unknown
TUID: ue3b6b1brekztml0

Awards

65th Place - 25th Annual Interactive Fiction Competition (2019)

Editorial Reviews

The Gaming Philosopher

Yes, it embraces the clichés of the genre. But it doesn’t embrace all of them; in particular, it subverts the idea of being an adventuring party. The constant bickering – reminding me of my first D&D group, from before we had realised how to set up a good RPG session – is what makes it fun, and then the end at which everything suddenly disintegrates is the cherry on top.
See the full review

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Member Reviews

5 star:
(1)
4 star:
(1)
3 star:
(2)
2 star:
(6)
1 star:
(2)
Average Rating:
Number of Reviews: 2
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2 of 2 people found the following review helpful:
A D&D-esque party plunder a tomb, October 9, 2019
by MathBrush
Related reviews: 15-30 minutes
This game is strongly D&D-inspired (possibly through intermediate inspirations like Diablo or CRPGs).

You're in a party with a mage, a barbarian, a cleric and a thief. You're plundering a tomb, and you have to choose which of three paths to take. Taking them in the right order with the right strategy can grant you success!

The formatting could use work. All the paragraphs run together, and they need more line breaks (I think you can do that in Twine by adding a completely blank line between paragraphs).

The only woman in the party exists only to be an object of affection, which is disappointing.

This game isn't really trying to push any boundaries or grow beyond its sources, but it it has many of the essentials of a good D&D adventure.

Things you don't notice until they are absent., December 2, 2019
This entry reminded me of the little pain-in-the-ass details that are necessary to fix a game’s presentation. After you spend so much time actually writing your story, and then the effort of coding and testing the interactive components, it feels like going back to change up paragraph breaks and whatnot is one of the least useful things you can do.

Formatting is a tedious, thankless job, but it’s essential if you want an audience to connect with your work. I understand the author’s choice to cut that particular corner, but it undermined the final piece.

If you're willing to work through the presentation issues, it's a competent story about a group exploring a dungeon.

If you enjoyed Arram's Tomb...

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This is version 2 of this page, edited by Victor Gijsbers on 10 May 2020 at 8:12am. - View Update History - Edit This Page - Add a News Item