Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect... It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate.
This looks, well, dull. At first pass, it appears that PCs who fail their save will immediately start with the fornications. With the right group, that could be hilarious as they work out the pairings. It could bring long-simmering issues to the fore. But mostly, this is just slowly losing CON until you die. It’s so slow, I can’t imagine most groups struggling to diffuse it, which makes it even less interesting than a simple pit full of gelatinous cube or green slime dripping down from the ceiling. Considering that Rappan Athuk is described as an adventure that “offers legions of inventive traps, tricks, strange features, and monsters -- many of them never before seen,” I can’t help but assume that the designers were at their wits ends for yet another way to kill PCs slowly. The result is a room that’s going to cause more than a few DMs to snerk and then read the text aloud to their players as an example of design to be mocked, before continuing on as if the room were empty.
Compare this to one of the classic magic items of the first edition: the Girdle of Masculinity/Femininity. Many dismiss this as a blatant example of locker-room hur-de-hurs. But it’s actually a very clever bit of design.
How can I say that? It creates a situation that the players can react to in a broad range of ways. Where the room above is pretty much a death trap for everyone who fails their save (and those who pass just drag their friends out of the room, I assume), the GoM/F leaves it up to the players just how much they want to interact with it. Laugh and move on? Treat it as a horrible curse that must be reversed? As an opportunity for out-of-the-ordinary RP? A last-ditch disguise to escape an encircling enemy?
There might be larger issues in the broader world that are brought to the fore in Rappan Athuk, but there probably aren’t. Getting transformed by the GoM/F will almost certainly cause your PCs to have to deal with the consequences in the world outside the dungeon. Maybe your world is so egalitarian there are none. Fair enough. Maybe the consequences are everywhere, in every little interaction your PC has.
The thing is, it’s entirely up to the folks playing the game. If the DM built that sort of thing into the setting, here’s an opportunity to approach it from a new angle and bring it back to the fore. If it’s something your group really doesn’t want to deal with, just get that Remove Curse cast and move on. Or live with it and move on.
That right there is the brilliance of the GoM/F. It’s as important (or unimportant) as you want it to be. It tosses a new toy onto the table, but you get to decide if it’s just a laugh, a temporary issue, or the centerpiece of the next phase of the campaign. It gives you more options and you get to decide what to do with them.