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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8275803" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 25: Sep/Oct 1990</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Hellfire Hostages: So here we have a Marvel Superheroes adventure. We've had a few in polyhedron, but they've either been single-set slugfests or linear "mystery" adventures that involve very little actual player investigation. Once again, not being forced to wrap the whole adventure up in 4 hours or less works to Dungeon's advantage here. (although it's still hardly a multi-month epic) The Hellfire club is attacked by people calling themselves the United Front for Wakandan Liberation. Since Mutants aren't very popular in the Marvel Universe, the ones that run the club would rather not reveal their powers unless they absolutely have too to survive, so they'll let the hostage drama play out and hope some superheroes will show up to rescue them. Pretty soon it becomes obvious that the terrorists do know that their hostages are mutants and will threaten to reveal that knowledge as a bargaining chip. Which is where things get messy, and precisely what the PC's are doing at the time really matters. Will they save the day easily without ever discovering the politics behind what just happened? Will they find out and reveal it themselves, or leverage the secrets to their own advantage in future hellfire interactions? They could come out of this with powerful allies or enemies. It's nice to actually get offered choices that could have a long-term effect on how your campaign goes, rather than playing the game purely episodically and hitting the reset button at the end of each issue. A scenario that would be decent enough even if it was a D&D one using original characters, but gains a little extra because of the thrill of getting to see a different system in here and engage with fairly well-known official ones in a non-railroaded way. This is a very welcome bit of extra variety indeed.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8275803, member: 27780"] [b][u]Dungeon Issue 25: Sep/Oct 1990[/u][/b] part 3/5 Hellfire Hostages: So here we have a Marvel Superheroes adventure. We've had a few in polyhedron, but they've either been single-set slugfests or linear "mystery" adventures that involve very little actual player investigation. Once again, not being forced to wrap the whole adventure up in 4 hours or less works to Dungeon's advantage here. (although it's still hardly a multi-month epic) The Hellfire club is attacked by people calling themselves the United Front for Wakandan Liberation. Since Mutants aren't very popular in the Marvel Universe, the ones that run the club would rather not reveal their powers unless they absolutely have too to survive, so they'll let the hostage drama play out and hope some superheroes will show up to rescue them. Pretty soon it becomes obvious that the terrorists do know that their hostages are mutants and will threaten to reveal that knowledge as a bargaining chip. Which is where things get messy, and precisely what the PC's are doing at the time really matters. Will they save the day easily without ever discovering the politics behind what just happened? Will they find out and reveal it themselves, or leverage the secrets to their own advantage in future hellfire interactions? They could come out of this with powerful allies or enemies. It's nice to actually get offered choices that could have a long-term effect on how your campaign goes, rather than playing the game purely episodically and hitting the reset button at the end of each issue. A scenario that would be decent enough even if it was a D&D one using original characters, but gains a little extra because of the thrill of getting to see a different system in here and engage with fairly well-known official ones in a non-railroaded way. This is a very welcome bit of extra variety indeed. [/QUOTE]
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