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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8099232" data-attributes="member: 27780"><p><strong><u>Dungeon Magazine 2: Nov/Dec 1986</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Caermor: Oooh. Nigel Findley. Now there's a name I know from first hand experience has delivered more than his fair share of classic books and articles. Good to see him contributing in here as well. This is another adventure largely based around puzzle solving rather than outright combat. A small town is facing a mysterious marauder in the night, that started by killing animals, and has now progressed to kidnapping a teenage girl. But instead of asking for help, they've become extra suspicious of everyone and everything, and won't take kindly to outsiders poking around. That makes this a tough one to get into, because without an obvious quest-setter, some groups will simply pass straight through without noticing the potential plot hooks, or get discouraged by the general ingratitude of the villagers, who may well wind up driving them out of town even if they successfully solve the problem, but go about it in the wrong way. So as a portrait of a dysfunctional small town that's being made all the more so by the manipulation of dark forces, it's excellent. As an adventure, it'll take a fair bit of work by the DM to get the ball rolling unless the players are very proactive and heroic, and might wind up making them bitter and cynical from the experience. You can see why he'd do his best work in games like Shadowrun which naturally incline towards subverting the traditional heroic expectations. I like this, but I'd have to think carefully about the group before actually using it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8099232, member: 27780"] [b][u]Dungeon Magazine 2: Nov/Dec 1986[/u][/b][u][/u] part 4/5 Caermor: Oooh. Nigel Findley. Now there's a name I know from first hand experience has delivered more than his fair share of classic books and articles. Good to see him contributing in here as well. This is another adventure largely based around puzzle solving rather than outright combat. A small town is facing a mysterious marauder in the night, that started by killing animals, and has now progressed to kidnapping a teenage girl. But instead of asking for help, they've become extra suspicious of everyone and everything, and won't take kindly to outsiders poking around. That makes this a tough one to get into, because without an obvious quest-setter, some groups will simply pass straight through without noticing the potential plot hooks, or get discouraged by the general ingratitude of the villagers, who may well wind up driving them out of town even if they successfully solve the problem, but go about it in the wrong way. So as a portrait of a dysfunctional small town that's being made all the more so by the manipulation of dark forces, it's excellent. As an adventure, it'll take a fair bit of work by the DM to get the ball rolling unless the players are very proactive and heroic, and might wind up making them bitter and cynical from the experience. You can see why he'd do his best work in games like Shadowrun which naturally incline towards subverting the traditional heroic expectations. I like this, but I'd have to think carefully about the group before actually using it. [/QUOTE]
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[Let's Read] Polyhedron/Dungeon
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