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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8120143" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 6: Jul/Aug 1987</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Dragon regular the no-SASE ogre shows up for the first time in Dungeon. I'm sure it will not be his last appearance here either.</p><p></p><p></p><p></p><p>Forbidden Mountain: Two of the most frequently reprinted articles in Dragon were the ones on Tesseracts, and their potential in introducing 4-dimensional dungeons to your game. I'm not surprised at all that people would submit weird space-bending adventures here at some point. Since they haven't talked about it in this magazine before, and it's been a few years, they first have to spend several pages explaining the basics for newbies, which means the actual adventure is pretty short, and feels more like a showcase for the map than a finished product. Once your players get over the fact that they're not dealing with regular mappable space they'll get through it pretty quickly, as long as they avoid a couple of horrible instant death traps. So this is pretty cool as an article for inspiring you to make your own dungeons a little more weird and wondrous, but not that impressive an adventure. They really could benefit from including a regular column on adventure design in here, not just prefab ones, so they can teach lessons like this without feeling obliged to create a full adventure to go with it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8120143, member: 27780"] [b][u]Dungeon Issue 6: Jul/Aug 1987[/u][/b] part 4/5 Dragon regular the no-SASE ogre shows up for the first time in Dungeon. I'm sure it will not be his last appearance here either. Forbidden Mountain: Two of the most frequently reprinted articles in Dragon were the ones on Tesseracts, and their potential in introducing 4-dimensional dungeons to your game. I'm not surprised at all that people would submit weird space-bending adventures here at some point. Since they haven't talked about it in this magazine before, and it's been a few years, they first have to spend several pages explaining the basics for newbies, which means the actual adventure is pretty short, and feels more like a showcase for the map than a finished product. Once your players get over the fact that they're not dealing with regular mappable space they'll get through it pretty quickly, as long as they avoid a couple of horrible instant death traps. So this is pretty cool as an article for inspiring you to make your own dungeons a little more weird and wondrous, but not that impressive an adventure. They really could benefit from including a regular column on adventure design in here, not just prefab ones, so they can teach lessons like this without feeling obliged to create a full adventure to go with it. [/QUOTE]
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