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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8187856" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 15: Jan/Feb 1989</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Elephant's Graveyard: After several adventures that are self-consciously modernist in thinking, we go back to an old classic for inspiration. The legend of the elephant's graveyard, a hidden place they go to die which if found will net you an all you can carry buffet of ivory. The PC's come across a map that supposedly leads there and head off hexcrawling to find it. The result is pretty much exactly as you'd expect, a homage to those victorian novels and pulp comics featuring heroes that wear short shorts despite the dangers of the jungle, dastardly villains with no apparent motivation, dramatic cliffhanger sequences and narrow escapes, including the problematic bits like tribes of cannibal savages and the whole idea of using elephants for their ivory in the first place. It's good for what it is, with a nice mix of plot-driven bits & character freedom and clever design that keeps the players from just going there over and over and collapsing the economy, but yeah, it is a bit dated, and if you're not completely on board with the whole killing things and taking their stuff being crucial to the way the game functions and separating it from real world social issues even when they're real world things rather than fantasy monsters you'll probably want to skip this one. </p><p></p><p></p><p></p><p>Very much a mixed bag in this issue, with a mix of linear & open adventures and old & new design tendencies in writing. I guess that's diversity of a sort, but it's definitely one where not every adventure will be to your tastes. As usual, it's once again time to move on and see just how quickly things will change in terms of tastes and politics as we catch up to the present.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8187856, member: 27780"] [b][u]Dungeon Issue 15: Jan/Feb 1989[/u][/b] part 5/5 The Elephant's Graveyard: After several adventures that are self-consciously modernist in thinking, we go back to an old classic for inspiration. The legend of the elephant's graveyard, a hidden place they go to die which if found will net you an all you can carry buffet of ivory. The PC's come across a map that supposedly leads there and head off hexcrawling to find it. The result is pretty much exactly as you'd expect, a homage to those victorian novels and pulp comics featuring heroes that wear short shorts despite the dangers of the jungle, dastardly villains with no apparent motivation, dramatic cliffhanger sequences and narrow escapes, including the problematic bits like tribes of cannibal savages and the whole idea of using elephants for their ivory in the first place. It's good for what it is, with a nice mix of plot-driven bits & character freedom and clever design that keeps the players from just going there over and over and collapsing the economy, but yeah, it is a bit dated, and if you're not completely on board with the whole killing things and taking their stuff being crucial to the way the game functions and separating it from real world social issues even when they're real world things rather than fantasy monsters you'll probably want to skip this one. Very much a mixed bag in this issue, with a mix of linear & open adventures and old & new design tendencies in writing. I guess that's diversity of a sort, but it's definitely one where not every adventure will be to your tastes. As usual, it's once again time to move on and see just how quickly things will change in terms of tastes and politics as we catch up to the present. [/QUOTE]
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