(un)reason
Legend
Polyhedron UK Issue 8: August 2000
part 5/5
Reviews: Diablo II: the Awakening takes the monsters from the computer game and converts them to D&D. 16 dungeon levels of hack and slash brutality should be enough to satiate the bloodlust of nearly any player. People who are in it for the roleplaying, worldbuilding, ecology or other such things should look elsewhere.
Die Vecna Die! gets a very positive review, as it is a pretty epic story, the production values are high, and it provides more nuance to Iuz and Vecna. Any concerns other people have with the railroading or way it changes multiple settings are not going to be allowed to intrude in here.
Gamma World 5e for the Alternity system gets a very positive blurb but only a 75% score. They want it to succeed, but must still have some misgivings under there somewhere.
Reverse Dungeon takes an idea a couple of adventures have done in Polyhedron and makes a full book out of it. Three different sets of monsters of very different power levels have to defend their homes from adventurers. The perfect palate cleanser for when you’re sick of your regular gaming formula or someone hasn’t showed up and you need a one-shot to fill the evening.
Megabyte is entirely devoted to coverage of Diablo II, as should be no surprise since WotC are doing a tie-in with them which we saw just a couple of pages ago. Also unsurprisingly, they give this high marks in all categories apart from a few minor grumbles. The story isn’t particularly deep, it’s behind the times in terms of online connectivity and the save system restarts you way back at the village with all the monsters respawned no matter where you stopped so you have to clear each big section in one go. Apart from that, it’s a top notch action RPG that gives you plenty of choices in how you build your character and lots of replayability as a consequence. Besides, if you add too many quality of life accommodations you’ll destroy the old school dungeoncrawling flavour anyway.
With hardly any D&D material at all (it’d just be made out of date in the edition change anyway) and a plethora of stuff for other systems, some of which we’ve never seen before, this feels like a big last hurrah for non WotC coverage. Very soon it’ll be all 3e all the time, which did get a little tedious last time around. Oh well, at least with the minigames it’ll be coming in more flavours than the basic dungeoncrawling. Let’s see how much I enjoy the adventures and experiments they have to offer.
part 5/5
Reviews: Diablo II: the Awakening takes the monsters from the computer game and converts them to D&D. 16 dungeon levels of hack and slash brutality should be enough to satiate the bloodlust of nearly any player. People who are in it for the roleplaying, worldbuilding, ecology or other such things should look elsewhere.
Die Vecna Die! gets a very positive review, as it is a pretty epic story, the production values are high, and it provides more nuance to Iuz and Vecna. Any concerns other people have with the railroading or way it changes multiple settings are not going to be allowed to intrude in here.
Gamma World 5e for the Alternity system gets a very positive blurb but only a 75% score. They want it to succeed, but must still have some misgivings under there somewhere.
Reverse Dungeon takes an idea a couple of adventures have done in Polyhedron and makes a full book out of it. Three different sets of monsters of very different power levels have to defend their homes from adventurers. The perfect palate cleanser for when you’re sick of your regular gaming formula or someone hasn’t showed up and you need a one-shot to fill the evening.
Megabyte is entirely devoted to coverage of Diablo II, as should be no surprise since WotC are doing a tie-in with them which we saw just a couple of pages ago. Also unsurprisingly, they give this high marks in all categories apart from a few minor grumbles. The story isn’t particularly deep, it’s behind the times in terms of online connectivity and the save system restarts you way back at the village with all the monsters respawned no matter where you stopped so you have to clear each big section in one go. Apart from that, it’s a top notch action RPG that gives you plenty of choices in how you build your character and lots of replayability as a consequence. Besides, if you add too many quality of life accommodations you’ll destroy the old school dungeoncrawling flavour anyway.
With hardly any D&D material at all (it’d just be made out of date in the edition change anyway) and a plethora of stuff for other systems, some of which we’ve never seen before, this feels like a big last hurrah for non WotC coverage. Very soon it’ll be all 3e all the time, which did get a little tedious last time around. Oh well, at least with the minigames it’ll be coming in more flavours than the basic dungeoncrawling. Let’s see how much I enjoy the adventures and experiments they have to offer.