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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8318179" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 29: May/June 1991</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Ex Libris: The cover story goes in the middle rather than at the end, due to the special cutout centrefold features. They use a gimmick I only recall seeing once before, in the final dungeon of Skyward Sword. You have a grid of rooms with a single blank space, and have to slide it around, rearranging the dungeon correspondingly to make it all the way through. This makes for a highly nonlinear experience where conventional mapping is useless, and you need to get to grips with the meta puzzle before you can hope to get through the internal challenges, which are also very varied from room to room, as each occupies it's own mini dimension with complete environmental control. Fortunately the plot is pretty different from it's Zelda imitator. The PC's are hired to search an abandoned temple of Oghma for any cool books or other treasure still remaining. It was abandoned for good reason, so this pisses off the rest of the church hierarchy, and you'll have to deal with a rival adventuring party hired to stop you, as well as the rather complex magical defences and multiple bound abishai as depicted earlier. There's plenty going on here to challenge you both physically and mentally. This feels quite different from most of their adventures because it was designed setpiece first by the TSR staff and then then the finer details & story were written afterwards. It's obviously had a lot more eyes on it and development work put in than usual, rather than being a story written by a single writer and then having the editing and artwork smarten it up afterwards. Getting the art department integrally involved in design work is really paying dividends in distinguishing Dark Sun from all their other worlds, and it's pleasing to see them applying the same lesson here on a smaller scale. A very interesting thing for them to try that I hope gets repeated in the future.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8318179, member: 27780"] [b][u]Dungeon Issue 29: May/June 1991[/u][/b] part 3/5 Ex Libris: The cover story goes in the middle rather than at the end, due to the special cutout centrefold features. They use a gimmick I only recall seeing once before, in the final dungeon of Skyward Sword. You have a grid of rooms with a single blank space, and have to slide it around, rearranging the dungeon correspondingly to make it all the way through. This makes for a highly nonlinear experience where conventional mapping is useless, and you need to get to grips with the meta puzzle before you can hope to get through the internal challenges, which are also very varied from room to room, as each occupies it's own mini dimension with complete environmental control. Fortunately the plot is pretty different from it's Zelda imitator. The PC's are hired to search an abandoned temple of Oghma for any cool books or other treasure still remaining. It was abandoned for good reason, so this pisses off the rest of the church hierarchy, and you'll have to deal with a rival adventuring party hired to stop you, as well as the rather complex magical defences and multiple bound abishai as depicted earlier. There's plenty going on here to challenge you both physically and mentally. This feels quite different from most of their adventures because it was designed setpiece first by the TSR staff and then then the finer details & story were written afterwards. It's obviously had a lot more eyes on it and development work put in than usual, rather than being a story written by a single writer and then having the editing and artwork smarten it up afterwards. Getting the art department integrally involved in design work is really paying dividends in distinguishing Dark Sun from all their other worlds, and it's pleasing to see them applying the same lesson here on a smaller scale. A very interesting thing for them to try that I hope gets repeated in the future. [/QUOTE]
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