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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8056921" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 25: Jul/Aug 1985</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>Needle part II: The second part of this adventure is completely different to the first part. Having penetrated the spaceship, they now have to get it's central computer back to the king who sponsored the expedition in the first place. There are a lot of trials and tribulations on the way, as it's huge and heavy, the jungle is full of ferocious beasts & disease, and the natives are not happy at all about having their sacred place despoiled. Once again, this is very much a tournament module, with a fairly linear set of challenges finely tuned to the PC's capabilities, and using characters other than the pregens may well make the module either impossible, or really short and easy, (especially if they have some of the new spells in the last few issues.) depending on the player's resources and ingenuity. So once again, I really can't recommend using it outside it's original context, as putting it in a campaign with long-term characters will more likely just be irritating for everyone involved unless you're willing to change big chunks of it in response to the player's actions and capabilities. </p><p></p><p></p><p></p><p>Fletcher's Corner: Following on from the adventure, this column talks about the challenges of high level adventuring in general. If you do it right, it's not just about fighting enemies with the same old claws and bites, just with bigger numbers, but a whole new set of tactical and logistical challenges. You can have armies, but so can the enemy. Death is not the end, as both sides can have resurrection, clones, phylacteries, and other contingency plans that let you make a comeback after the other side seems to have won. It all gets a lot more complicated than going down a hole in the ground and killing whatever you find in there. Which illustrates precisely why it's tricky to create prefab adventures for high level characters in anything but the broadest strokes, as they can combine powers to pull out all sorts of weird tricks. Yup, this is a familiar bit of advice, because that's what naturally happens in D&D. In an extended campaign, it gradually becomes a very different game as you go up in levels. If you want a game which doesn't do that, you want a completely different system, (or these days, a different edition at least.) Can't disagree with any of this advice.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8056921, member: 27780"] [b][u]Polyhedron Issue 25: Jul/Aug 1985[/u][/b] part 3/6 Needle part II: The second part of this adventure is completely different to the first part. Having penetrated the spaceship, they now have to get it's central computer back to the king who sponsored the expedition in the first place. There are a lot of trials and tribulations on the way, as it's huge and heavy, the jungle is full of ferocious beasts & disease, and the natives are not happy at all about having their sacred place despoiled. Once again, this is very much a tournament module, with a fairly linear set of challenges finely tuned to the PC's capabilities, and using characters other than the pregens may well make the module either impossible, or really short and easy, (especially if they have some of the new spells in the last few issues.) depending on the player's resources and ingenuity. So once again, I really can't recommend using it outside it's original context, as putting it in a campaign with long-term characters will more likely just be irritating for everyone involved unless you're willing to change big chunks of it in response to the player's actions and capabilities. Fletcher's Corner: Following on from the adventure, this column talks about the challenges of high level adventuring in general. If you do it right, it's not just about fighting enemies with the same old claws and bites, just with bigger numbers, but a whole new set of tactical and logistical challenges. You can have armies, but so can the enemy. Death is not the end, as both sides can have resurrection, clones, phylacteries, and other contingency plans that let you make a comeback after the other side seems to have won. It all gets a lot more complicated than going down a hole in the ground and killing whatever you find in there. Which illustrates precisely why it's tricky to create prefab adventures for high level characters in anything but the broadest strokes, as they can combine powers to pull out all sorts of weird tricks. Yup, this is a familiar bit of advice, because that's what naturally happens in D&D. In an extended campaign, it gradually becomes a very different game as you go up in levels. If you want a game which doesn't do that, you want a completely different system, (or these days, a different edition at least.) Can't disagree with any of this advice. [/QUOTE]
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