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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8407738" data-attributes="member: 27780"><p><strong><u>Dungeon issue 35: May/Jun 1992</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Ghost of Mistmoor: The final adventure is indeed as gothic as the cover suggests, but also has just enough humour in it to throw the scares into sharper relief rather than ruining them. The PC's are hired by an impoverished noble to go to his abandoned ancestral mansion and retrieve the treasure. Of course, there's good reasons it was abandoned in the first place, because it's haunted. The twist is that it's actually a scooby-doo situation where the ghost is actually a pair of thieves also looking for the hidden treasure while trying to drive off any rivals. Then the second twist is that there are actually real ghosts as well, they're just slow wakers, and all this excitement does eventually get them up to have a little fun with the "guests". But with one exception, they're not evil either, and just want you to get rid of that one (who's responsible for the traumatic deaths of the others) so they can all finally pass on. Of course, being ghosts, their sanity is dubious, and their manifesting ability is limited, so figuring that out is not easy, especially when there's also the fake hauntings further muddying the waters. It's the kind of scenario for groups who prefer their gaming roleplaying heavy and combat light, rather than blundering into a dungeon and smashing whatever they find. Like any adventure that's all about the atmosphere and mysteries, it won't work with every group, but for those it does, it'll work very well. Like the specific setting stuff, it's good to dip into other genres while technically remaining generic. </p><p></p><p></p><p></p><p>With lots of adventures that are high on roleplaying and the option for low-combat solutions, but not railroaded, this selection is very 2e feeling, but in a good way. It does feel like they'd like to be even more progressive on that front, but are held back by a fanbase which is mostly only interested in D&D, and only submits adventures in a limited range of even that's settings. There's a fair number of their audience that would be happy with static dungeoncrawls forever, and forgetting about them was part of their downfall in a few years time. Let's carry on and see how those tensions play out from this perspective.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8407738, member: 27780"] [B][U]Dungeon issue 35: May/Jun 1992[/U][/B] part 5/5 The Ghost of Mistmoor: The final adventure is indeed as gothic as the cover suggests, but also has just enough humour in it to throw the scares into sharper relief rather than ruining them. The PC's are hired by an impoverished noble to go to his abandoned ancestral mansion and retrieve the treasure. Of course, there's good reasons it was abandoned in the first place, because it's haunted. The twist is that it's actually a scooby-doo situation where the ghost is actually a pair of thieves also looking for the hidden treasure while trying to drive off any rivals. Then the second twist is that there are actually real ghosts as well, they're just slow wakers, and all this excitement does eventually get them up to have a little fun with the "guests". But with one exception, they're not evil either, and just want you to get rid of that one (who's responsible for the traumatic deaths of the others) so they can all finally pass on. Of course, being ghosts, their sanity is dubious, and their manifesting ability is limited, so figuring that out is not easy, especially when there's also the fake hauntings further muddying the waters. It's the kind of scenario for groups who prefer their gaming roleplaying heavy and combat light, rather than blundering into a dungeon and smashing whatever they find. Like any adventure that's all about the atmosphere and mysteries, it won't work with every group, but for those it does, it'll work very well. Like the specific setting stuff, it's good to dip into other genres while technically remaining generic. With lots of adventures that are high on roleplaying and the option for low-combat solutions, but not railroaded, this selection is very 2e feeling, but in a good way. It does feel like they'd like to be even more progressive on that front, but are held back by a fanbase which is mostly only interested in D&D, and only submits adventures in a limited range of even that's settings. There's a fair number of their audience that would be happy with static dungeoncrawls forever, and forgetting about them was part of their downfall in a few years time. Let's carry on and see how those tensions play out from this perspective. [/QUOTE]
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