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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8142161" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 40: March 1988</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Critical Hit: Our review column engages in actual genuine criticism for the first time, devoting a full 2 pages to analysing the new rules in the Dungeoneers & Wilderness survival guides. A whole load of fiddly little optional rules for the sake of realism? Will that actually make your game more fun? All depends on your overall playstyle. These two definitely don't seem to be referenced as much now as Unearthed Arcana or Oriental Adventures, so it's safe to say hindsight hasn't been as kind to them, and the type of playstyle they promote. In another sign that Errol's take on the art of reviewing and game preferences are very different from mine, he comes down on the side of the Wilderness one, when I definitely found Dungeoneers less dull as a read. He's still doing his best to be positive about them both overall, but this is definitely more interesting for me, as it gets into specifics of what he doesn't like. More of this type of looking at fine detail and fewer "reviews" that are actually just bland promotion would be very welcome going forward.</p><p></p><p></p><p></p><p>Arcane Academe: Jeff has finished up going through the various classes and how to best use them, now he concludes this theme with a few more tricks for magical and mundane magic items. As usual, the Decanter of endless water turns out to be a perennial favourite for encounter bypassing physics exploits, but even a humble piece of string or jar of ink can save the day if used cleverly. The kind of thing we've seen many times before, but it remains useful, because they give us new specific tricks each time. The challenge is just in remembering which is where and having an appropriate one for the problem you're currently facing.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8142161, member: 27780"] [b][u]Polyhedron Issue 40: March 1988[/u][/b] part 2/5 Critical Hit: Our review column engages in actual genuine criticism for the first time, devoting a full 2 pages to analysing the new rules in the Dungeoneers & Wilderness survival guides. A whole load of fiddly little optional rules for the sake of realism? Will that actually make your game more fun? All depends on your overall playstyle. These two definitely don't seem to be referenced as much now as Unearthed Arcana or Oriental Adventures, so it's safe to say hindsight hasn't been as kind to them, and the type of playstyle they promote. In another sign that Errol's take on the art of reviewing and game preferences are very different from mine, he comes down on the side of the Wilderness one, when I definitely found Dungeoneers less dull as a read. He's still doing his best to be positive about them both overall, but this is definitely more interesting for me, as it gets into specifics of what he doesn't like. More of this type of looking at fine detail and fewer "reviews" that are actually just bland promotion would be very welcome going forward. Arcane Academe: Jeff has finished up going through the various classes and how to best use them, now he concludes this theme with a few more tricks for magical and mundane magic items. As usual, the Decanter of endless water turns out to be a perennial favourite for encounter bypassing physics exploits, but even a humble piece of string or jar of ink can save the day if used cleverly. The kind of thing we've seen many times before, but it remains useful, because they give us new specific tricks each time. The challenge is just in remembering which is where and having an appropriate one for the problem you're currently facing. [/QUOTE]
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