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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8111533" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 4: Mar/Apr 1987</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Trouble at Grog's: As they said in the letters page, they're finishing up with an adventure that's has a plot, but is actually primarily a bit of worldbuilding to drop into your game. A Half-Ogre has moved into a small town and set up a tavern. This is proving very divisive amongst the locals, and some of them are trying to drive him and his family out. Will the PC's give him a fair shake, or fall prey to fantasy racism and be the ones at the front of the mob? Get to know them and their neighbours over 24 pages of maps and writing describing nearly everything in town, with lots of quirky NPC's and a few interesting secret bits to find if they snoop around. That's more detail than Hommlet or the Keep on the Borderlands got in their respective adventures. The physical challenges are all aimed at starting level characters, and will be no trouble to a party with a few levels under their belt, but the social challenges here will still be interesting at any level, unless your party goes for scrying and mind-reading to cheat their way through like an infiltrating Rakshasa. Seems easy enough to insert into a game even if you aren't planning to use the central adventure. Put it somewhere the PC's are likely to pass through more than once over the course of a campaign and you can get a lot of use out of it. That's a better use of page count than a dungeon you're only ever going to see once. I thoroughly approve of this. </p><p></p><p></p><p></p><p>Another mixed bag, that sees them thread the needle between subtly goofy elements in adventures, and outright slapstick, and shows that it takes a lower level of silliness to ruin an adventure and make it unusable in a serious campaign than a small article where you can pick and mix individual monsters and items to put in your game. That's going to be another thing I'll watch with interest as the years go by, and probably miss when they stop altogether. Oh, the complications of life. Too much of anything gets boring. A few unplayable adventures are a small price to pay for keeping the magazine interesting to read in the long run.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8111533, member: 27780"] [b][u]Dungeon Issue 4: Mar/Apr 1987[/u][/b] part 5/5 Trouble at Grog's: As they said in the letters page, they're finishing up with an adventure that's has a plot, but is actually primarily a bit of worldbuilding to drop into your game. A Half-Ogre has moved into a small town and set up a tavern. This is proving very divisive amongst the locals, and some of them are trying to drive him and his family out. Will the PC's give him a fair shake, or fall prey to fantasy racism and be the ones at the front of the mob? Get to know them and their neighbours over 24 pages of maps and writing describing nearly everything in town, with lots of quirky NPC's and a few interesting secret bits to find if they snoop around. That's more detail than Hommlet or the Keep on the Borderlands got in their respective adventures. The physical challenges are all aimed at starting level characters, and will be no trouble to a party with a few levels under their belt, but the social challenges here will still be interesting at any level, unless your party goes for scrying and mind-reading to cheat their way through like an infiltrating Rakshasa. Seems easy enough to insert into a game even if you aren't planning to use the central adventure. Put it somewhere the PC's are likely to pass through more than once over the course of a campaign and you can get a lot of use out of it. That's a better use of page count than a dungeon you're only ever going to see once. I thoroughly approve of this. Another mixed bag, that sees them thread the needle between subtly goofy elements in adventures, and outright slapstick, and shows that it takes a lower level of silliness to ruin an adventure and make it unusable in a serious campaign than a small article where you can pick and mix individual monsters and items to put in your game. That's going to be another thing I'll watch with interest as the years go by, and probably miss when they stop altogether. Oh, the complications of life. Too much of anything gets boring. A few unplayable adventures are a small price to pay for keeping the magazine interesting to read in the long run. [/QUOTE]
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