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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8162086" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 12: Jul/Aug 1988</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Dungeon Adventures Index: 2 years, 12 issues and 62 adventures later, we get our first index. It seems a bit soon, as it barely fills a page, and is padded out to two with recycled artwork. It's also not particularly useful as it's sorted primarily by alphabetical order of adventure names, rather than system and character level, which is what you really need when you have a session in a few hours and didn't have time to prepare, so you need to find something appropriate and fast. They'll definitely make substantial improvements in the formatting in the future. So this is mainly notable to show what they haven't figured out yet when it comes to good editing and organisation. Let's carry on and see how soon another one crops up, and if it'll be any better designed.</p><p></p><p></p><p></p><p>At The Spottle Parlor: Solo adventures, both one-on-one and DM-free, have proved themselves to be successful experiments. Our most experimental one this issue is even more quirky. Rick Swan invites us to join in with a game of fantastical gambling, which includes complete rules for the game along with the scenario. Of course, as this is an adventure, things aren't nearly so simple. You have a whole load of interesting characters at the table, each with their own agendas and foibles. Even the dealer is not to be trusted. It's an entertaining read, but both too wacky and too heavily scripted & linear for my tastes, being very much an 80's cartoon representation of gambling. I guess I shouldn't be surprised since he's just coming off the equally wacky and parodic WG7, but I can't see myself using this one in a serious campaign without it ruining the suspension of disbelief. The game rules seem perfectly usable even without the scenario though, and easily incorporated into a more gritty game, so it's not completely without value for me, but overall, I think this particular experiment doesn't quite work. It could easily have been a Dragon article without all the wacky cruft added on and better off for it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8162086, member: 27780"] [b][u]Dungeon Issue 12: Jul/Aug 1988[/u][/b] part 3/5 Dungeon Adventures Index: 2 years, 12 issues and 62 adventures later, we get our first index. It seems a bit soon, as it barely fills a page, and is padded out to two with recycled artwork. It's also not particularly useful as it's sorted primarily by alphabetical order of adventure names, rather than system and character level, which is what you really need when you have a session in a few hours and didn't have time to prepare, so you need to find something appropriate and fast. They'll definitely make substantial improvements in the formatting in the future. So this is mainly notable to show what they haven't figured out yet when it comes to good editing and organisation. Let's carry on and see how soon another one crops up, and if it'll be any better designed. At The Spottle Parlor: Solo adventures, both one-on-one and DM-free, have proved themselves to be successful experiments. Our most experimental one this issue is even more quirky. Rick Swan invites us to join in with a game of fantastical gambling, which includes complete rules for the game along with the scenario. Of course, as this is an adventure, things aren't nearly so simple. You have a whole load of interesting characters at the table, each with their own agendas and foibles. Even the dealer is not to be trusted. It's an entertaining read, but both too wacky and too heavily scripted & linear for my tastes, being very much an 80's cartoon representation of gambling. I guess I shouldn't be surprised since he's just coming off the equally wacky and parodic WG7, but I can't see myself using this one in a serious campaign without it ruining the suspension of disbelief. The game rules seem perfectly usable even without the scenario though, and easily incorporated into a more gritty game, so it's not completely without value for me, but overall, I think this particular experiment doesn't quite work. It could easily have been a Dragon article without all the wacky cruft added on and better off for it. [/QUOTE]
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