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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8002409" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 14: Sep/Oct 1983</u></strong></p><p></p><p></p><p></p><p>part 2/6</p><p></p><p></p><p></p><p>Two Cents: Our reader submission this month is one of those old canards that shows up again and again, that of roleplaying vs rollplaying. Learning the statistical side of gaming, and the acting skills of creating and inhabiting a personality different from your own are two entirely orthagonal skills. So many people these days have only learned the first one and are treating their characters as interchangeable meat puppets for the killing of monsters. Same as it ever was. Either extreme of play and everything in between are valid, it's just a matter of finding a group who's playstyle is compatible with yours. I hope this isn't going to spark another extended debate dragging the same old points out over years worth of issues. I had more than enough of that from Dragon. </p><p></p><p></p><p></p><p>Encounters: Turns out that ranger on the cover is actually just a fighter. (although that's probably due to 1e's very strict ability score and alignment requirements, and under a later edition he'd be built as a ranger. ) But that gargoyle is actually a nycadaemon, which makes it a lot more scary, and entirely capable of soloing both the fighter and bear without the help of it's master. He'll definitely need the help of some doughty adventurers to get that lich off the Throne of the Gods, which further boosts it's power, and kill it for good. If you do succeed, think very carefully before sitting on the throne yourself, as it's the kind of artifact that may grant you great power, but may also drive you mad and ultimately lead to your downfall. Might be best to just collapse the dungeon entrance when you leave, sealing the whole place off to be someone else's problem a few centuries later. Definitely an interesting adventure seed that you can expand upon a lot, or use it's various components separately in your campaign. Just the right combination of interesting details and room to develop them and put your own spin on them. I like this one a lot.</p><p></p><p></p><p></p><p>White Rabbits adds three new fellowships to the number of officially registered clubs, bringing the total up to 8. Still a tiny number in the overall scheme of things, but hopefully building up to a critical mass.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8002409, member: 27780"] [b][u]Polyhedron Issue 14: Sep/Oct 1983[/u][/b] part 2/6 Two Cents: Our reader submission this month is one of those old canards that shows up again and again, that of roleplaying vs rollplaying. Learning the statistical side of gaming, and the acting skills of creating and inhabiting a personality different from your own are two entirely orthagonal skills. So many people these days have only learned the first one and are treating their characters as interchangeable meat puppets for the killing of monsters. Same as it ever was. Either extreme of play and everything in between are valid, it's just a matter of finding a group who's playstyle is compatible with yours. I hope this isn't going to spark another extended debate dragging the same old points out over years worth of issues. I had more than enough of that from Dragon. Encounters: Turns out that ranger on the cover is actually just a fighter. (although that's probably due to 1e's very strict ability score and alignment requirements, and under a later edition he'd be built as a ranger. ) But that gargoyle is actually a nycadaemon, which makes it a lot more scary, and entirely capable of soloing both the fighter and bear without the help of it's master. He'll definitely need the help of some doughty adventurers to get that lich off the Throne of the Gods, which further boosts it's power, and kill it for good. If you do succeed, think very carefully before sitting on the throne yourself, as it's the kind of artifact that may grant you great power, but may also drive you mad and ultimately lead to your downfall. Might be best to just collapse the dungeon entrance when you leave, sealing the whole place off to be someone else's problem a few centuries later. Definitely an interesting adventure seed that you can expand upon a lot, or use it's various components separately in your campaign. Just the right combination of interesting details and room to develop them and put your own spin on them. I like this one a lot. White Rabbits adds three new fellowships to the number of officially registered clubs, bringing the total up to 8. Still a tiny number in the overall scheme of things, but hopefully building up to a critical mass. [/QUOTE]
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