(un)reason
Legend
Dungeon Issue 28: Mar/Apr 1991
part 5/5
Visitors from Above: The second Spelljammer adventure in here is once again aimed at getting people in a standard fantasy campaign up into wildspace, rather than accommodating people already up there. This is a pattern that would hit diminishing returns very quickly if repeated, especially if there's nothing up there to keep your game going once you make the transition. Even more repetitively, it's also set in the Forgotten Realms, although the default vicinity is Neverwinter rather than Raven's Bluff. Once again, a spaceship suffers a calamity and crashlands spectacularly. The PC's are in the vicinity and obviously investigate. Also once again, there are survivors of the crash making trouble and you have to defeat them to get your hands on the ship. Once you have it, you can make it spaceworthy with a little tinkering and get into new cosmic vistas of adventure, presuming the DM can write those themselves. The difference is that this is longer and more railroady, with several NPC's that'll push you in the right direction in an over-obvious way and then prevent you from enjoying all the fruits of your labours if you follow everything they say, plus a bit of annoying comedy. Overall, not an improvement on the first attempt, leaving me a little irked. You'll need to come up with more variation than this if you want to make wildspace a viable long-term setting.
Still plenty of good adventures overall in this one, but it was particularly easy to see the patterns and formulas they were using, which is a little worrisome. It's definitely easier to run out of new ideas for adventures than it is general magazine articles, particularly with their general reluctance to do multi-parters at this point. Let's see if next issue repeats ideas, and if so, from how recently.
part 5/5
Visitors from Above: The second Spelljammer adventure in here is once again aimed at getting people in a standard fantasy campaign up into wildspace, rather than accommodating people already up there. This is a pattern that would hit diminishing returns very quickly if repeated, especially if there's nothing up there to keep your game going once you make the transition. Even more repetitively, it's also set in the Forgotten Realms, although the default vicinity is Neverwinter rather than Raven's Bluff. Once again, a spaceship suffers a calamity and crashlands spectacularly. The PC's are in the vicinity and obviously investigate. Also once again, there are survivors of the crash making trouble and you have to defeat them to get your hands on the ship. Once you have it, you can make it spaceworthy with a little tinkering and get into new cosmic vistas of adventure, presuming the DM can write those themselves. The difference is that this is longer and more railroady, with several NPC's that'll push you in the right direction in an over-obvious way and then prevent you from enjoying all the fruits of your labours if you follow everything they say, plus a bit of annoying comedy. Overall, not an improvement on the first attempt, leaving me a little irked. You'll need to come up with more variation than this if you want to make wildspace a viable long-term setting.
Still plenty of good adventures overall in this one, but it was particularly easy to see the patterns and formulas they were using, which is a little worrisome. It's definitely easier to run out of new ideas for adventures than it is general magazine articles, particularly with their general reluctance to do multi-parters at this point. Let's see if next issue repeats ideas, and if so, from how recently.