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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8132637" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 8: Nov/Dec 1987</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Flowers of Flame: Our last and longest adventure follows in the footsteps of Tortles of the Purple Sage, in being an area sourcebook as well as an individual plot. Go to fantasy Tibet with the serial numbers barely filed off, and become pawns in a complex political plot that also deals with the real relationship between tibet and china with magical stuff added in. Maybe you can give the story a rather happier ending than the real world. Either way, it should take a good month or two of game time, with plenty of opportunities to get lost along the way. It's somewhat darker and more linear than TotPS, with the same "random" encounters turning up wherever the PC's may wander to push them towards the main plot, plenty of gruesome deaths and nasty tricks, and the decidedly cynical attitude towards the government all the OA adventures so far have shared. Not as epic as I thought it was going to be at the start, but another solid way to spend a few sessions. </p><p></p><p></p><p></p><p>With a real effort to include plots with stakes that aren't life and death in every encounter, this shows definite progression towards the 2e style of writing and adventure design, but thankfully avoids the worst of the railroading that will plague them in the future. Let's head into 1988 and see how long that continues to be the case as their settings and metaplots accumulate more detail and feel the need to escalate to keep people interested.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8132637, member: 27780"] [b][u]Dungeon Issue 8: Nov/Dec 1987[/u][/b] part 5/5 The Flowers of Flame: Our last and longest adventure follows in the footsteps of Tortles of the Purple Sage, in being an area sourcebook as well as an individual plot. Go to fantasy Tibet with the serial numbers barely filed off, and become pawns in a complex political plot that also deals with the real relationship between tibet and china with magical stuff added in. Maybe you can give the story a rather happier ending than the real world. Either way, it should take a good month or two of game time, with plenty of opportunities to get lost along the way. It's somewhat darker and more linear than TotPS, with the same "random" encounters turning up wherever the PC's may wander to push them towards the main plot, plenty of gruesome deaths and nasty tricks, and the decidedly cynical attitude towards the government all the OA adventures so far have shared. Not as epic as I thought it was going to be at the start, but another solid way to spend a few sessions. With a real effort to include plots with stakes that aren't life and death in every encounter, this shows definite progression towards the 2e style of writing and adventure design, but thankfully avoids the worst of the railroading that will plague them in the future. Let's head into 1988 and see how long that continues to be the case as their settings and metaplots accumulate more detail and feel the need to escalate to keep people interested. [/QUOTE]
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