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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8218269" data-attributes="member: 27780"><p><strong><u>Polyhedron Introductory Issue: Gen Con 1989</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Ghost Righters: There's something strange, in the neighbourhood. Who ya gonna call? …… Well, at least it scans properly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> The adventure this issue is also definitely aimed at the younger and lighter-hearted end of the market. Some very sillily named pregens with an established undead-hunting business get hired by a typically mysterious patron to clear out a haunted castle. They have to deal with the typical haunted house shenanigans like ominous suits of armor that come to life, paintings that move when only one member of the party is looking, doors that appear and disappear mysteriously, pit traps concealed by illusions, and of course plenty of actual undead to fight. It's all very obviously based on the cheesier side of Hammer Horror, with a lengthy melodramatic backstory that the PC's probably won't find out about, and a lot of intentional cliches in the encounters that mean the spooky bits will be persistently undercut by the humour. Probably entertaining enough in it's original convention environment where everyone is likely more than a little tired and/or drunk, but somewhat irritating to read in the cold light of day and not really one for using with your regular PC's in a serious, long-running campaign. I definitely aint afraid of these ghosts. </p><p></p><p></p><p></p><p>Heroes and Villains: Another basic little article that asks players and DM's what kinds of game they want to create. Do they have big destinies, does the world revolve around them, do they regularly save it from apocalyptic fates, or are they merely pawns in the game of life, wandering from one dungeon to the next without ever making enough of a fortune to have genuine temporal power? Similarly, do they face big bads with long term plans, or merely lesser foes who rarely last more than one battle, so it's barely worth coming up with names and backstories for them? If you do want enemies that the PC's fight personally to appear more than once, you should simply choose a different system to D&D, but of course, they don't want to admit that, so they simply advise you to avoid direct contact between the PC's and big bad entirely until the climax of the campaign. We've seen this kind of advice done both better and with more depth before, so this is pretty underwhelming.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8218269, member: 27780"] [b][u]Polyhedron Introductory Issue: Gen Con 1989[/u][/b] part 3/5 Ghost Righters: There's something strange, in the neighbourhood. Who ya gonna call? …… Well, at least it scans properly. :p The adventure this issue is also definitely aimed at the younger and lighter-hearted end of the market. Some very sillily named pregens with an established undead-hunting business get hired by a typically mysterious patron to clear out a haunted castle. They have to deal with the typical haunted house shenanigans like ominous suits of armor that come to life, paintings that move when only one member of the party is looking, doors that appear and disappear mysteriously, pit traps concealed by illusions, and of course plenty of actual undead to fight. It's all very obviously based on the cheesier side of Hammer Horror, with a lengthy melodramatic backstory that the PC's probably won't find out about, and a lot of intentional cliches in the encounters that mean the spooky bits will be persistently undercut by the humour. Probably entertaining enough in it's original convention environment where everyone is likely more than a little tired and/or drunk, but somewhat irritating to read in the cold light of day and not really one for using with your regular PC's in a serious, long-running campaign. I definitely aint afraid of these ghosts. Heroes and Villains: Another basic little article that asks players and DM's what kinds of game they want to create. Do they have big destinies, does the world revolve around them, do they regularly save it from apocalyptic fates, or are they merely pawns in the game of life, wandering from one dungeon to the next without ever making enough of a fortune to have genuine temporal power? Similarly, do they face big bads with long term plans, or merely lesser foes who rarely last more than one battle, so it's barely worth coming up with names and backstories for them? If you do want enemies that the PC's fight personally to appear more than once, you should simply choose a different system to D&D, but of course, they don't want to admit that, so they simply advise you to avoid direct contact between the PC's and big bad entirely until the climax of the campaign. We've seen this kind of advice done both better and with more depth before, so this is pretty underwhelming. [/QUOTE]
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