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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8156474" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 11: May/Jun 1988</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Wards of Witching Ways: The last and longest adventure is also the lowest level one, continuing the inversion from their usual habits. While sailing, the PC's are caught in a savage storm and shipwrecked. They need to explore the island they wound up on, and face the various dangers if they're ever going to get off it. Even more unfortunately, the island is inhabited by a pair of wizards who use the PC's as pawns in a bet between them. Originally designed as a tournament adventure, this avoids the worst parts of tournament adventures in several interesting ways. First, since the wizards are actively watching over the game, it keeps the dungeon events reactive rather than having all the monsters stay in their room until disturbed. Second, the writer actively gives notes on how to alter it for campaign play where you're not limited to a 4 hour slot, letting you dial the amount of railroadyness up or down to your tastes without having to invent more material wholecloth. And as it's only a single-round adventure they aren't forcing you towards a particular plot resolution so the next one can be played at all anyway. It's all very considerate of the writer, and once again much better than most of the tournament adventures in Polyhedron, where they haven't even tried to make accommodations to campaign play. So this is a resounding success in how to make an adventure a lot more adaptable with just a few extra sentences. That's something a lot of writers could learn from.</p><p></p><p></p><p></p><p>Another solid 3/4 decent adventures this issue with a few amusing touches thrown in. I'm definitely starting to see some regular patterns in the types of adventures, but they remain sufficiently varied in terms of combinations and twists that they haven't become redundant yet. Let's see what twists next time will offer, and if the freelancers will once again have sent in a whole bunch of variants on the same old idea.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8156474, member: 27780"] [b][u]Dungeon Issue 11: May/Jun 1988[/u][/b] part 5/5 Wards of Witching Ways: The last and longest adventure is also the lowest level one, continuing the inversion from their usual habits. While sailing, the PC's are caught in a savage storm and shipwrecked. They need to explore the island they wound up on, and face the various dangers if they're ever going to get off it. Even more unfortunately, the island is inhabited by a pair of wizards who use the PC's as pawns in a bet between them. Originally designed as a tournament adventure, this avoids the worst parts of tournament adventures in several interesting ways. First, since the wizards are actively watching over the game, it keeps the dungeon events reactive rather than having all the monsters stay in their room until disturbed. Second, the writer actively gives notes on how to alter it for campaign play where you're not limited to a 4 hour slot, letting you dial the amount of railroadyness up or down to your tastes without having to invent more material wholecloth. And as it's only a single-round adventure they aren't forcing you towards a particular plot resolution so the next one can be played at all anyway. It's all very considerate of the writer, and once again much better than most of the tournament adventures in Polyhedron, where they haven't even tried to make accommodations to campaign play. So this is a resounding success in how to make an adventure a lot more adaptable with just a few extra sentences. That's something a lot of writers could learn from. Another solid 3/4 decent adventures this issue with a few amusing touches thrown in. I'm definitely starting to see some regular patterns in the types of adventures, but they remain sufficiently varied in terms of combinations and twists that they haven't become redundant yet. Let's see what twists next time will offer, and if the freelancers will once again have sent in a whole bunch of variants on the same old idea. [/QUOTE]
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