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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8276878" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 25: Sep/Oct 1990</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Of Kings Unknown: Or The Ecology of the Moonmelon, as this is one of those small adventures that's really there as an excuse to introduce a new element to your game, and explore it's ramifications. What if there were a plant that mutated the offspring of creatures that ate it? Obviously whether it would be tolerated long-term would depend on the frequency of beneficial to detrimental mutations, but for r-selected species where there are plenty of spares, so you can let more than half your kids die straight after birth and still come out ahead, boosting the frequency of outliers in both directions works out as a net positive. As an example, they detail an orc tribe that has made consuming them part of their staple diet, and their leaders have all manner of quite effective mutations to make them stronger and smarter than the average orc. This means they have a better grasp of strategy as well as their individual skills, and will make good use of their follower's individual talents, while maintaining an active program of eugenics to weed out the weaker ones. A reminder that making each enemy you face an individual can be hard work, but there are definite rewards in doing so, particularly if they can survive more than a few rounds and actually be seen as a character rather than just another collection of stats. This is all reasonably interesting - even if some of it is basically just a toned down version of the old Hordling rules, they're making more effort to integrate it into the setting and make logical sense than Gary's old version. Plus it has been a long time since then, in a different magazine. These ideas'll be fresh to many people, and the core is strong enough to support many variants. I have no objection here, save wishing that the adventure part was a bit bigger. </p><p></p><p></p><p></p><p>Hrothgar's Resting Place: While the last adventure was a bit short, but made up for it by having some interesting ideas that you can expand on and use in other ways, this one is even shorter and not nearly so thought-provoking. The players find a diary talking about the final resting place of Hrothgar the barbarian, by one of his ex-adventuring companions. There's treasure in them thar caverns, particularly an intelligent magical sword that was his downfall in the first place. Surely one of you has a will strong enough to succeed where he failed, so off you trot. This leads to a pretty standard 4 page dungeon crawl which is mainly notable for using Caecilia, one of those basic D&D monsters I've never seen anyone talk about, as well as lots of other unintelligent giant animal types. A few minor jump scares and puzzles, but nothing particularly surprising, and the intelligent sword doesn't even get a properly fleshed out personality. Very much filler chosen to pad out the page count to the right size. It's certainly usable, but don't expect it to last you a full session unless you also pad out the wilderness bit getting there.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8276878, member: 27780"] [b][u]Dungeon Issue 25: Sep/Oct 1990[/u][/b] part 4/5 Of Kings Unknown: Or The Ecology of the Moonmelon, as this is one of those small adventures that's really there as an excuse to introduce a new element to your game, and explore it's ramifications. What if there were a plant that mutated the offspring of creatures that ate it? Obviously whether it would be tolerated long-term would depend on the frequency of beneficial to detrimental mutations, but for r-selected species where there are plenty of spares, so you can let more than half your kids die straight after birth and still come out ahead, boosting the frequency of outliers in both directions works out as a net positive. As an example, they detail an orc tribe that has made consuming them part of their staple diet, and their leaders have all manner of quite effective mutations to make them stronger and smarter than the average orc. This means they have a better grasp of strategy as well as their individual skills, and will make good use of their follower's individual talents, while maintaining an active program of eugenics to weed out the weaker ones. A reminder that making each enemy you face an individual can be hard work, but there are definite rewards in doing so, particularly if they can survive more than a few rounds and actually be seen as a character rather than just another collection of stats. This is all reasonably interesting - even if some of it is basically just a toned down version of the old Hordling rules, they're making more effort to integrate it into the setting and make logical sense than Gary's old version. Plus it has been a long time since then, in a different magazine. These ideas'll be fresh to many people, and the core is strong enough to support many variants. I have no objection here, save wishing that the adventure part was a bit bigger. Hrothgar's Resting Place: While the last adventure was a bit short, but made up for it by having some interesting ideas that you can expand on and use in other ways, this one is even shorter and not nearly so thought-provoking. The players find a diary talking about the final resting place of Hrothgar the barbarian, by one of his ex-adventuring companions. There's treasure in them thar caverns, particularly an intelligent magical sword that was his downfall in the first place. Surely one of you has a will strong enough to succeed where he failed, so off you trot. This leads to a pretty standard 4 page dungeon crawl which is mainly notable for using Caecilia, one of those basic D&D monsters I've never seen anyone talk about, as well as lots of other unintelligent giant animal types. A few minor jump scares and puzzles, but nothing particularly surprising, and the intelligent sword doesn't even get a properly fleshed out personality. Very much filler chosen to pad out the page count to the right size. It's certainly usable, but don't expect it to last you a full session unless you also pad out the wilderness bit getting there. [/QUOTE]
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