Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(un)reason" data-source="post: 7984030" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 10: Jan/Feb 1983</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>Reiga Nerd has to put a genie back in it's bottle. This of course involves a pun-based incantation and several undead jokes for dessert. Well, they've got to beat those dead horses once they've killed them, or it'd be a waste of good feed lines.</p><p></p><p></p><p></p><p>Mapping from Square One: A crucial part of dungeon-crawling is being able to find your way out again afterwards. A barbarian himbo rushing in with swords akimbo may slay the monsters, but if they can't find their way out, and preferably bring the treasure along, they may be in trouble long term. When D&D was being spread mostly by word of mouth, they could pass along the mapping conventions as new people learned, but now there's tons of new people coming in who don't know the unwritten conventions of the game, and this is causing playstyle problems. So unsurprisingly, this is Frank's attempt to teach them, make sure all the new tournament players know the exploration aspect of D&D is as important as the combat one, and you neglect it at your peril. Ultimately, a losing battle, as shown by the explosion of settings where dungeoncrawling was only a minor part in the 90's, and then 3e and onward official adventures concentrating on battle setpieces with much smaller, more linear maps connecting them, as the much faster advancement made extended sandbox exploration without scaling enemies much less practical. It's hard, seeing your baby grow up into something you didn't expect, but at some point you have to learn to let go. Not today though, not today. They'll be hanging on tight trying to get it to do it's homework and come back from parties before 11 for a good few years more. </p><p></p><p></p><p></p><p>Encounters: Turns out the cover image wasn't of a D&D celestial at all, but a Gamma World mutant that just happens to look like an angel. They certainly act pretty angelically though, with the ability to read the emotions of others and preemptively know if they're friendly or hostile, and several mutations that'd seem like magic to the primitive and credulous. If your PC's aren't psychopathic murder-hobos they might well help them out. If they are, they'll have a much harder time with the secondary plot hook here as well, as the savage mooks are being organised by some sinister power. Now that's a classic plotline you can really build upon. This column continues to be one of the best and most useful parts of the newszine, packing both plenty of stats and plenty of plot hooks into a single page. </p><p></p><p></p><p></p><p>Notes for the Dungeon Master: This column has entirely transitioned from cool ideas of things to do, to didactic lectures on what not to do. Gods are not characters or monsters. You can not fight them, you can not kill them, you can not trick them, you can not become one without centuries of tedious sucking up to them and joining at the very bottom of the hierarchy, and if you try you will be summarily erased from existence and memory. Yeeesh. That's not fun, and not the way it goes in most mythology at all. Even when the gods outpower the mortals by huge degrees, they can still be talked too, tricked and stolen from, and any revenge is usually of a dramatically appropriate kind rather than an abrupt curbstomping. Where did he get that attitude from? I know AD&D doesn't handle godhood well, with the numbers and bookkeeping becoming unwieldy before you even get to 20th level, but decades of other games have shown it is possible to create games where it's fun to play beings of immense cosmic power, puny mortals, and everything in between, and still have everyone able to contribute meaningfully to the story. So this is a very outdated rant that fully deserves to be left behind in the scrapheap of history, as it's been repeatedly disproved on both a narrative level and a mechanical one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7984030, member: 27780"] [b][u]Polyhedron Issue 10: Jan/Feb 1983[/u][/b] part 3/6 Reiga Nerd has to put a genie back in it's bottle. This of course involves a pun-based incantation and several undead jokes for dessert. Well, they've got to beat those dead horses once they've killed them, or it'd be a waste of good feed lines. Mapping from Square One: A crucial part of dungeon-crawling is being able to find your way out again afterwards. A barbarian himbo rushing in with swords akimbo may slay the monsters, but if they can't find their way out, and preferably bring the treasure along, they may be in trouble long term. When D&D was being spread mostly by word of mouth, they could pass along the mapping conventions as new people learned, but now there's tons of new people coming in who don't know the unwritten conventions of the game, and this is causing playstyle problems. So unsurprisingly, this is Frank's attempt to teach them, make sure all the new tournament players know the exploration aspect of D&D is as important as the combat one, and you neglect it at your peril. Ultimately, a losing battle, as shown by the explosion of settings where dungeoncrawling was only a minor part in the 90's, and then 3e and onward official adventures concentrating on battle setpieces with much smaller, more linear maps connecting them, as the much faster advancement made extended sandbox exploration without scaling enemies much less practical. It's hard, seeing your baby grow up into something you didn't expect, but at some point you have to learn to let go. Not today though, not today. They'll be hanging on tight trying to get it to do it's homework and come back from parties before 11 for a good few years more. Encounters: Turns out the cover image wasn't of a D&D celestial at all, but a Gamma World mutant that just happens to look like an angel. They certainly act pretty angelically though, with the ability to read the emotions of others and preemptively know if they're friendly or hostile, and several mutations that'd seem like magic to the primitive and credulous. If your PC's aren't psychopathic murder-hobos they might well help them out. If they are, they'll have a much harder time with the secondary plot hook here as well, as the savage mooks are being organised by some sinister power. Now that's a classic plotline you can really build upon. This column continues to be one of the best and most useful parts of the newszine, packing both plenty of stats and plenty of plot hooks into a single page. Notes for the Dungeon Master: This column has entirely transitioned from cool ideas of things to do, to didactic lectures on what not to do. Gods are not characters or monsters. You can not fight them, you can not kill them, you can not trick them, you can not become one without centuries of tedious sucking up to them and joining at the very bottom of the hierarchy, and if you try you will be summarily erased from existence and memory. Yeeesh. That's not fun, and not the way it goes in most mythology at all. Even when the gods outpower the mortals by huge degrees, they can still be talked too, tricked and stolen from, and any revenge is usually of a dramatically appropriate kind rather than an abrupt curbstomping. Where did he get that attitude from? I know AD&D doesn't handle godhood well, with the numbers and bookkeeping becoming unwieldy before you even get to 20th level, but decades of other games have shown it is possible to create games where it's fun to play beings of immense cosmic power, puny mortals, and everything in between, and still have everyone able to contribute meaningfully to the story. So this is a very outdated rant that fully deserves to be left behind in the scrapheap of history, as it's been repeatedly disproved on both a narrative level and a mechanical one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
Top