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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8010692" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 16: Jan/Feb 1984</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>The Riddle of Dolmen Moor: So, the first half of the Prophecy of Brie got released as modules, but the second is a polyhedron exclusive. Given the respective size of print runs, I'm not sure if that's a step down in readership for them or not, and might motivate people to hunt down the previous instalments. Or not, as nothing here is particularly exciting. Head up to the moor, deal with an annoying invincible bard who gives you a clue to the second part of the adventure if you do the right things, and then try and find the right tomb containing the macguffin needed to progress to the next module. It seems very much a matter of luck whether you'll do the things the module expects or not, and whether you'll pick the right tomb straight away, or spend hours facing the various monsters in the wrong ones. I guess that's the old school for you. :/ You have plenty of choices, but getting the information to make those choices meaningful can be tricky. </p><p></p><p></p><p></p><p>Boredom: Now, if giving players too much power too quickly can result in them getting bored, especially if the challenges don't keep pace, the opposite is just as true. If advancement is too slow, the types of challenges are too repetitive, the players have no freedom of choice, or conversely, they have too much freedom and not enough information to direct their choices, boredom will set in, and your campaign will not last much longer. This is a pretty good bit of GM advice, giving you a neat checklist of problems to go over if you're starting to struggle with player engagement. It's not an easy job, and no matter how long we do it, we'll always need to keep switching things up to keep both ourselves and our players interested. So referring back to stuff like this will always be useful.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8010692, member: 27780"] [b][u]Polyhedron Issue 16: Jan/Feb 1984[/u][/b] part 3/6 The Riddle of Dolmen Moor: So, the first half of the Prophecy of Brie got released as modules, but the second is a polyhedron exclusive. Given the respective size of print runs, I'm not sure if that's a step down in readership for them or not, and might motivate people to hunt down the previous instalments. Or not, as nothing here is particularly exciting. Head up to the moor, deal with an annoying invincible bard who gives you a clue to the second part of the adventure if you do the right things, and then try and find the right tomb containing the macguffin needed to progress to the next module. It seems very much a matter of luck whether you'll do the things the module expects or not, and whether you'll pick the right tomb straight away, or spend hours facing the various monsters in the wrong ones. I guess that's the old school for you. :/ You have plenty of choices, but getting the information to make those choices meaningful can be tricky. Boredom: Now, if giving players too much power too quickly can result in them getting bored, especially if the challenges don't keep pace, the opposite is just as true. If advancement is too slow, the types of challenges are too repetitive, the players have no freedom of choice, or conversely, they have too much freedom and not enough information to direct their choices, boredom will set in, and your campaign will not last much longer. This is a pretty good bit of GM advice, giving you a neat checklist of problems to go over if you're starting to struggle with player engagement. It's not an easy job, and no matter how long we do it, we'll always need to keep switching things up to keep both ourselves and our players interested. So referring back to stuff like this will always be useful. [/QUOTE]
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