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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8091780" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 1: Sep/Oct 1986</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Elven Home: After three adventures that'll take at least a full session to complete, quite possibly more, they decide it's time for some light relief, with a short flavour encounter that doesn't have to involve combat unless your PC's are complete bloodthirsty psychopaths. As the title indicates, you come across the home of a group of elves, who are out frolicking in the woods. If you nick their stuff they'll hunt you down, but otherwise it's pretty easy to get through this one unharmed, and maybe even with some new friends. It involves both drugs and nudity, albeit in a lighthearted whimsical manner, not a hardcore one, and reminds you that elves are fae, and should have a different perspective on life than humans even discounting the lifespan disparity. An interesting palate cleanser, this won't be for everyone, but shows that to keep a magazine like this interesting for the long haul, they're going to need to give us plenty of variety not only in length of adventures and character levels they're aimed at, but also levels of seriousness, creature types, terrain, and as many other dials as they can think of. Otherwise they'll be rehashing ideas within a matter of years and boring away longterm readers. The anthology format gives them the chance to experiment with publishing more niche adventures that wouldn't sell individually. Hopefully they'll take it. </p><p></p><p></p><p></p><p>Into The Fire: After that break to catch our breath, it's time for the largest and highest-level adventure in the issue. It wouldn't be Dungeons & Dragons without a dragon, and here's what will become the magazine's mascot. A chunky 19 pager that doesn't skip the wilderness buildup, while still leaving plenty of room for a dungeon crawl at the end. It remembers that a dragon is a rather large monster, and doesn't put him in a room that he couldn't fit into, and also reminds you that outside video games, corpses don't just disappear in a puff of smoke when you kill them, dungeon walls aren't indestructible, high level characters have weird powers, not just bigger numbers, which you need to make sure don't short-circuit the whole adventure. The treasure for success is suitably epic (and awkward to transport) and there's plenty of loose ends the DM could use to create follow-ups. It fully deserves to have created the magazine's iconic character, and I hope the follow-ups will build upon it in a way that enhances that legacy.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8091780, member: 27780"] [b][u]Dungeon Issue 1: Sep/Oct 1986[/u][/b] part 4/5 The Elven Home: After three adventures that'll take at least a full session to complete, quite possibly more, they decide it's time for some light relief, with a short flavour encounter that doesn't have to involve combat unless your PC's are complete bloodthirsty psychopaths. As the title indicates, you come across the home of a group of elves, who are out frolicking in the woods. If you nick their stuff they'll hunt you down, but otherwise it's pretty easy to get through this one unharmed, and maybe even with some new friends. It involves both drugs and nudity, albeit in a lighthearted whimsical manner, not a hardcore one, and reminds you that elves are fae, and should have a different perspective on life than humans even discounting the lifespan disparity. An interesting palate cleanser, this won't be for everyone, but shows that to keep a magazine like this interesting for the long haul, they're going to need to give us plenty of variety not only in length of adventures and character levels they're aimed at, but also levels of seriousness, creature types, terrain, and as many other dials as they can think of. Otherwise they'll be rehashing ideas within a matter of years and boring away longterm readers. The anthology format gives them the chance to experiment with publishing more niche adventures that wouldn't sell individually. Hopefully they'll take it. Into The Fire: After that break to catch our breath, it's time for the largest and highest-level adventure in the issue. It wouldn't be Dungeons & Dragons without a dragon, and here's what will become the magazine's mascot. A chunky 19 pager that doesn't skip the wilderness buildup, while still leaving plenty of room for a dungeon crawl at the end. It remembers that a dragon is a rather large monster, and doesn't put him in a room that he couldn't fit into, and also reminds you that outside video games, corpses don't just disappear in a puff of smoke when you kill them, dungeon walls aren't indestructible, high level characters have weird powers, not just bigger numbers, which you need to make sure don't short-circuit the whole adventure. The treasure for success is suitably epic (and awkward to transport) and there's plenty of loose ends the DM could use to create follow-ups. It fully deserves to have created the magazine's iconic character, and I hope the follow-ups will build upon it in a way that enhances that legacy. [/QUOTE]
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