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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8226353" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 19: Sept/Oct 1989</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Encounter in the Wildwood: In sharp contrast with the last adventure, Willie Walsh once again brings the biggest helping of whimsy to the table. The PC's are wandering through the woods somewhere and have to deal with a couple of semi-connected fae encounters. They don't want to kill the PC's, just scare, confuse, and rob them of some choice shiny things. As they said in the letters page, sometimes you do need to relieve the PC's of their excess cash, or a magical item that's proved unbalancing to the game, and this is one way to do that. They may hate you for it at the time, but if it saves your campaign long-term, what price on that? And hey, they might succeed and get their items back anyway. All depends on how nice you're feeling and how well they roll. It also functions as the Ecology of the Boggle, including a fair amount of exposition on the nature and limitations of their ability to step or reach through one opening and come out of another. Definitely not for every group, but another welcome bit of variety that sees them effectively putting world-building articles and advice into their adventures. Things often make sense more with added context, and larger multipurpose articles are a good way to accomplish that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8226353, member: 27780"] [b][u]Dungeon Issue 19: Sept/Oct 1989[/u][/b] part 4/5 Encounter in the Wildwood: In sharp contrast with the last adventure, Willie Walsh once again brings the biggest helping of whimsy to the table. The PC's are wandering through the woods somewhere and have to deal with a couple of semi-connected fae encounters. They don't want to kill the PC's, just scare, confuse, and rob them of some choice shiny things. As they said in the letters page, sometimes you do need to relieve the PC's of their excess cash, or a magical item that's proved unbalancing to the game, and this is one way to do that. They may hate you for it at the time, but if it saves your campaign long-term, what price on that? And hey, they might succeed and get their items back anyway. All depends on how nice you're feeling and how well they roll. It also functions as the Ecology of the Boggle, including a fair amount of exposition on the nature and limitations of their ability to step or reach through one opening and come out of another. Definitely not for every group, but another welcome bit of variety that sees them effectively putting world-building articles and advice into their adventures. Things often make sense more with added context, and larger multipurpose articles are a good way to accomplish that. [/QUOTE]
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