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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8413102" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 72: June 1992</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Everwinking Eye: Ed also heads over to Raven's Bluff to give us a plot idea that's interesting, but thoroughly unbalanced mechanically. The Tears of the Dragon were shed several decades ago when a gold dragon lost her human lover in an epic magical duel. They turned out to be quite powerful all-purpose macguffins, curing all kinds of ailments including poison, disease, energy draining & geas, which would be well out of reach of the average adventuring party to afford the regular way. This means they were fiercely fought over, and most have disappeared into private collections, with the largest collection owned by a horde of gargoyles once controlled by another evil wizard, which continue to follow their last orders to sniff them out. (ahh, I see someone else watched the Baron Karnor episode of Thundercats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) This gives you not only a strong plot hook for a single adventure, but also makes it clear that succeeding won't be the end of it, as owning one of these paints a big fat target on the back of your head for monsters and other adventurers of all alignments. For the Realms to support as many adventuring parties as it does, there needs to be a fair amount of recycling of treasure & dungeons, with active process of restocking facilitated by evil wizards and creatures like Deepspawn. It's good to see them at least trying to make the functioning of their world internally consistent, while still being a good place to adventure in. </p><p></p><p></p><p></p><p>Bloodmoose & Company meet their ancestors in the time of the dinosaurs. They narrowly escape messing up their personal timeline. </p><p></p><p></p><p></p><p>An issue that's interesting because it has an unusually high level of crunchy stuff, but it's also pretty unbalanced and filled with exception based design that goes against the general rules. It shows that worrying about that isn't really on the radar of the people writing or editing this, and even if they wanted too, they'd need a fair bit of practice to get good at eyeballing the material and spotting what would cause problems in actual play. Another thing that will change eventually, but it'll be a long road with multiple phases in between. Better not wait around then. Onto the second half of this year.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8413102, member: 27780"] [b][u]Polyhedron Issue 72: June 1992[/u][/b] part 5/5 Everwinking Eye: Ed also heads over to Raven's Bluff to give us a plot idea that's interesting, but thoroughly unbalanced mechanically. The Tears of the Dragon were shed several decades ago when a gold dragon lost her human lover in an epic magical duel. They turned out to be quite powerful all-purpose macguffins, curing all kinds of ailments including poison, disease, energy draining & geas, which would be well out of reach of the average adventuring party to afford the regular way. This means they were fiercely fought over, and most have disappeared into private collections, with the largest collection owned by a horde of gargoyles once controlled by another evil wizard, which continue to follow their last orders to sniff them out. (ahh, I see someone else watched the Baron Karnor episode of Thundercats :p ) This gives you not only a strong plot hook for a single adventure, but also makes it clear that succeeding won't be the end of it, as owning one of these paints a big fat target on the back of your head for monsters and other adventurers of all alignments. For the Realms to support as many adventuring parties as it does, there needs to be a fair amount of recycling of treasure & dungeons, with active process of restocking facilitated by evil wizards and creatures like Deepspawn. It's good to see them at least trying to make the functioning of their world internally consistent, while still being a good place to adventure in. Bloodmoose & Company meet their ancestors in the time of the dinosaurs. They narrowly escape messing up their personal timeline. An issue that's interesting because it has an unusually high level of crunchy stuff, but it's also pretty unbalanced and filled with exception based design that goes against the general rules. It shows that worrying about that isn't really on the radar of the people writing or editing this, and even if they wanted too, they'd need a fair bit of practice to get good at eyeballing the material and spotting what would cause problems in actual play. Another thing that will change eventually, but it'll be a long road with multiple phases in between. Better not wait around then. Onto the second half of this year. [/QUOTE]
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