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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8117615" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 5: May/Jun 1987</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Hirward's Task: After all these little adventures, it's a relief that they still include one 20 pager designed to take multiple sessions. As the cover showed, an out of control air elemental has driven a wizard out of his home. He hires the PC's in a tavern, as is standard adventurer operating procedure, and sends them to sort it out, preferably with a minimum of killing and taking of stuff, which is very much not standard adventurer procedure. For once, a quest that actually makes sense, as even though he's much higher level than them, without his spell book, his spell selection is highly limited and irreplaceable. What does not make sense is him then sweeping out dramatically without telling them the details of the monsters and traps he has guarding his place, but I guess it's hard to break the habit of a lifetime. His home is like this too. a whole load of surviving servants holed up in various rooms around the dungeon complex and communicating poorly with each other and the PC's, making the problem much worse. If he'd spent a little less time on magical research, and a little more on emergency evacuation procedures and safety protocols then this mess would have been solved easily without needing to ask for help from random murderhobos. Why is it that whenever wizards replicate modern technology with magic, they always go for cool gadgetry and superficial pop-culture references rather than practical modern health and safety regulations? Anyway, logical deconstruction of adventure tropes aside, they did manage to fit nearly 100 room descriptions into 20 pages, so there's plenty of use to be got out of this. All the better for the contrast with the other adventures this issue. </p><p></p><p></p><p></p><p>To top off the in-adventure whimsy this issue, we finish with an advert for Snarfquest. Not a setting many players will want to draw on for their adventure building.</p><p></p><p></p><p></p><p>Curious that the pivot towards more and shorter adventures has also come with a tendency towards the lighthearted and goofy. I guess the shorter they are, the less writers have to worry about consequences, so they have more room to put in jokes and leave the fallout to people who actually run them in ongoing campaigns. Still, at least it means we're never going to see Expedition to Chateau de Fluffyville, the 12 part adventure path taking us from 1st to 20th level. For that we should be thankful. Let's see if they'll continue in this direction next issue, or try out something completely different.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8117615, member: 27780"] [b][u]Dungeon Issue 5: May/Jun 1987[/u][/b] part 5/5 Hirward's Task: After all these little adventures, it's a relief that they still include one 20 pager designed to take multiple sessions. As the cover showed, an out of control air elemental has driven a wizard out of his home. He hires the PC's in a tavern, as is standard adventurer operating procedure, and sends them to sort it out, preferably with a minimum of killing and taking of stuff, which is very much not standard adventurer procedure. For once, a quest that actually makes sense, as even though he's much higher level than them, without his spell book, his spell selection is highly limited and irreplaceable. What does not make sense is him then sweeping out dramatically without telling them the details of the monsters and traps he has guarding his place, but I guess it's hard to break the habit of a lifetime. His home is like this too. a whole load of surviving servants holed up in various rooms around the dungeon complex and communicating poorly with each other and the PC's, making the problem much worse. If he'd spent a little less time on magical research, and a little more on emergency evacuation procedures and safety protocols then this mess would have been solved easily without needing to ask for help from random murderhobos. Why is it that whenever wizards replicate modern technology with magic, they always go for cool gadgetry and superficial pop-culture references rather than practical modern health and safety regulations? Anyway, logical deconstruction of adventure tropes aside, they did manage to fit nearly 100 room descriptions into 20 pages, so there's plenty of use to be got out of this. All the better for the contrast with the other adventures this issue. To top off the in-adventure whimsy this issue, we finish with an advert for Snarfquest. Not a setting many players will want to draw on for their adventure building. Curious that the pivot towards more and shorter adventures has also come with a tendency towards the lighthearted and goofy. I guess the shorter they are, the less writers have to worry about consequences, so they have more room to put in jokes and leave the fallout to people who actually run them in ongoing campaigns. Still, at least it means we're never going to see Expedition to Chateau de Fluffyville, the 12 part adventure path taking us from 1st to 20th level. For that we should be thankful. Let's see if they'll continue in this direction next issue, or try out something completely different. [/QUOTE]
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