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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8131108" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 8: Nov/Dec 1987</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>In Defense of the Law: In deliberate contrast with the last adventure, and as another sign that they're intentionally including adventures that won't be for every group, here's one aimed strongly at Lawful PC's, where you're dealing with both chaotic evil and lawful evil groups, and have to decide if you want to ally with the lawful evil ones, or take them both out at once even though it'll be considerably tougher. Other than that gimmick, it's a pretty standard dungeon crawl in the Temple of Elemental Evil tradition, with clerics as the big bads rather than wizards, and a mix of monsters that'll work together under them and react to events elsewhere in the dungeon, and others that just sit in their rooms and attack anything that enters. It's a curious mix of old and new school design, with the shades of grey throwing the blacks into sharper relief. Fittingly, it leaves me thoroughly ambivalent about using it, as the bits where there's real effort at setting building make the bits that are just there for the sake of dungeon crawling xp accumulation feel more gamey and artificial. Funny how that works.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8131108, member: 27780"] [b][u]Dungeon Issue 8: Nov/Dec 1987[/u][/b] part 3/5 In Defense of the Law: In deliberate contrast with the last adventure, and as another sign that they're intentionally including adventures that won't be for every group, here's one aimed strongly at Lawful PC's, where you're dealing with both chaotic evil and lawful evil groups, and have to decide if you want to ally with the lawful evil ones, or take them both out at once even though it'll be considerably tougher. Other than that gimmick, it's a pretty standard dungeon crawl in the Temple of Elemental Evil tradition, with clerics as the big bads rather than wizards, and a mix of monsters that'll work together under them and react to events elsewhere in the dungeon, and others that just sit in their rooms and attack anything that enters. It's a curious mix of old and new school design, with the shades of grey throwing the blacks into sharper relief. Fittingly, it leaves me thoroughly ambivalent about using it, as the bits where there's real effort at setting building make the bits that are just there for the sake of dungeon crawling xp accumulation feel more gamey and artificial. Funny how that works. [/QUOTE]
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