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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8266739" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 24: Jul/Aug 1990</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Torg advertises in Dungeon as well. The possibility wars reach into many different fronts, and we'll have to fight all of them if we ever want to return to normality again.</p><p></p><p></p><p></p><p>A Hitch in Time: Willie Walsh is back once again, with a particularly perverse variant on a Groundhog Day scenario. A tomb has had a time elemental bound to it, and ordered to reset everything in it any time someone leaves the place, which means what seems like a fairly short and straightforward dungeoncrawl ends with all the items just disappearing from your possession and all the traps & monsters reappearing as if the whole thing never happened. This will of course seriously annoy the players, and hopefully motivate them either to figure out how to destroy or nullify the effect entirely, or work out the precise rules it operates by through repeated experimentation and eventually lawyer their way around it to keep the treasure. So this is all about the perverse fun of messing with your player's expectations, aimed at experienced players who expect their dungeons to be weird and won't give up just because things seem unfair. It gives you plenty of different options for solving the problem, while not making any of them easy. It's rather more old-school than most adventures they're publishing these days and all the better for it. Definitely worth at least a mild muahahahaha.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8266739, member: 27780"] [B][U]Dungeon Issue 24: Jul/Aug 1990[/U][/B] part 3/5 Torg advertises in Dungeon as well. The possibility wars reach into many different fronts, and we'll have to fight all of them if we ever want to return to normality again. A Hitch in Time: Willie Walsh is back once again, with a particularly perverse variant on a Groundhog Day scenario. A tomb has had a time elemental bound to it, and ordered to reset everything in it any time someone leaves the place, which means what seems like a fairly short and straightforward dungeoncrawl ends with all the items just disappearing from your possession and all the traps & monsters reappearing as if the whole thing never happened. This will of course seriously annoy the players, and hopefully motivate them either to figure out how to destroy or nullify the effect entirely, or work out the precise rules it operates by through repeated experimentation and eventually lawyer their way around it to keep the treasure. So this is all about the perverse fun of messing with your player's expectations, aimed at experienced players who expect their dungeons to be weird and won't give up just because things seem unfair. It gives you plenty of different options for solving the problem, while not making any of them easy. It's rather more old-school than most adventures they're publishing these days and all the better for it. Definitely worth at least a mild muahahahaha. [/QUOTE]
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