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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8296827" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 27: Jan/Feb 1991</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The School of Nekros: Another author who would go on to be a mega seller for them makes their first tentative freelance contribution here. Lisa Smedman details a suitably gothic school of necromancy filled with plot potential. You could play the traditional band of heroic adventurers trying to kill them and take their stuff. You could run it as a more rogue-centric heist mission trying to swipe some of the plentiful magical items and get out alive without resorting to violence. You could even approach it more peacefully to become a student if your wizard is on the more morally flexible end of the spectrum. And if any of these go wrong you can play your characters as their reanimated slaves looking for a way to escape their control and get revenge rather than it simply being the end of the campaign. Like any well-developed evil organisation, the students, teachers, undead monstrosities and skeletal dragon who's status is a big spoiler all have agendas of their own, and many will backstab some of the others if you can manipulate the situation cleverly. There are several new spells with very interesting ramifications, and their creators use them intelligently for their own comfort, not just for killing things. It's a solid bit of worldbuilding both very usable as is in multiple ways, and plunderable for parts that could have long-term effects on your campaign. I can see why they'd be eager to see more from her. </p><p></p><p></p><p></p><p>Another fairly decent issue, if once again feeling the effects of a gradual increase in average adventure linearity. The temptation for writers to try and tell a specific story instead of giving you better tools to create your own is a persistent one. Thankfully at least some of the writers are managing it, with the familiar names doing better than the less frequent contributors. That shows that the overall editorial direction is still aiming at the right goal. Time to jump forward another couple of months, see what kind of jokes they've prepared for us this year, and if any of them will make for good actual play stories.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8296827, member: 27780"] [b][u]Dungeon Issue 27: Jan/Feb 1991[/u][/b] part 5/5 The School of Nekros: Another author who would go on to be a mega seller for them makes their first tentative freelance contribution here. Lisa Smedman details a suitably gothic school of necromancy filled with plot potential. You could play the traditional band of heroic adventurers trying to kill them and take their stuff. You could run it as a more rogue-centric heist mission trying to swipe some of the plentiful magical items and get out alive without resorting to violence. You could even approach it more peacefully to become a student if your wizard is on the more morally flexible end of the spectrum. And if any of these go wrong you can play your characters as their reanimated slaves looking for a way to escape their control and get revenge rather than it simply being the end of the campaign. Like any well-developed evil organisation, the students, teachers, undead monstrosities and skeletal dragon who's status is a big spoiler all have agendas of their own, and many will backstab some of the others if you can manipulate the situation cleverly. There are several new spells with very interesting ramifications, and their creators use them intelligently for their own comfort, not just for killing things. It's a solid bit of worldbuilding both very usable as is in multiple ways, and plunderable for parts that could have long-term effects on your campaign. I can see why they'd be eager to see more from her. Another fairly decent issue, if once again feeling the effects of a gradual increase in average adventure linearity. The temptation for writers to try and tell a specific story instead of giving you better tools to create your own is a persistent one. Thankfully at least some of the writers are managing it, with the familiar names doing better than the less frequent contributors. That shows that the overall editorial direction is still aiming at the right goal. Time to jump forward another couple of months, see what kind of jokes they've prepared for us this year, and if any of them will make for good actual play stories. [/QUOTE]
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