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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8426427" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 74: August 1992</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Everwinking Eye: Setting material continues to grow in importance in most RPG's. White Wolf will rapidly become notorious for including a glossary of terms that each of their supernatural types use to refer to each other and the common things they do without alerting the mundanes in every corebook. Ed decides to get in on this action with a couple of pages of Realms slang, proper nomenclature and pronunciation guides. The kind of thing people who are obsessive enough to construct whole languages for their fantasy worlds will eat up, and everyone else might remember one or two bits of, at most. Good to see him keeping up with the times. (although with Ed, you never know which bits were written years in advance, and only assembled into an article once he's accumulated enough or found a good spot for them) Worldbuilding isn't just new people to fight and dungeons to delve, but all the little stuff like languages, cuisine and musical instruments. It's good to know those details are there if you need them, so I approve of this.</p><p></p><p></p><p></p><p>Experience Preferred pt 3: The final part of this adventure continues in much the vein as the previous one, quite linear, but thankfully only moderately silly. After finally reaching the plane you were shooting for in the first place, you eventually catch up with the evil wizard and find out why he left the retirement home in the first place. He was sick of one of the PC's getting all the credit for the adventures they had together, and wants to prove his superiority once and for all, preferably in front of an audience. So he's assembled a team of similarly statted villainous counterparts for the party, taken a hostage, and wants the PC's to fight one-on-one duels with their counterparts to settle the score. Whether you go along with that, or just rush them, it'll probably take a similar amount of time to resolve given the way D&D combat works. Hopefully, you'll be able to beat them, and return home to rest your aching bones. Overall, I think this one has turned out mildly above average for a tournament adventure, but due to it's backstory specificity it wouldn't work in most regular campaigns without some adaption, and it's not as good as the average Dungeon adventure. I can at least see how this would be fun in the original context, with plenty of opportunities for roleplaying amid pursuing the mission as long as you get the right group of players, but I probably won't ever wind up using it personally.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8426427, member: 27780"] [b][u]Polyhedron Issue 74: August 1992[/u][/b] part 3/5 The Everwinking Eye: Setting material continues to grow in importance in most RPG's. White Wolf will rapidly become notorious for including a glossary of terms that each of their supernatural types use to refer to each other and the common things they do without alerting the mundanes in every corebook. Ed decides to get in on this action with a couple of pages of Realms slang, proper nomenclature and pronunciation guides. The kind of thing people who are obsessive enough to construct whole languages for their fantasy worlds will eat up, and everyone else might remember one or two bits of, at most. Good to see him keeping up with the times. (although with Ed, you never know which bits were written years in advance, and only assembled into an article once he's accumulated enough or found a good spot for them) Worldbuilding isn't just new people to fight and dungeons to delve, but all the little stuff like languages, cuisine and musical instruments. It's good to know those details are there if you need them, so I approve of this. Experience Preferred pt 3: The final part of this adventure continues in much the vein as the previous one, quite linear, but thankfully only moderately silly. After finally reaching the plane you were shooting for in the first place, you eventually catch up with the evil wizard and find out why he left the retirement home in the first place. He was sick of one of the PC's getting all the credit for the adventures they had together, and wants to prove his superiority once and for all, preferably in front of an audience. So he's assembled a team of similarly statted villainous counterparts for the party, taken a hostage, and wants the PC's to fight one-on-one duels with their counterparts to settle the score. Whether you go along with that, or just rush them, it'll probably take a similar amount of time to resolve given the way D&D combat works. Hopefully, you'll be able to beat them, and return home to rest your aching bones. Overall, I think this one has turned out mildly above average for a tournament adventure, but due to it's backstory specificity it wouldn't work in most regular campaigns without some adaption, and it's not as good as the average Dungeon adventure. I can at least see how this would be fun in the original context, with plenty of opportunities for roleplaying amid pursuing the mission as long as you get the right group of players, but I probably won't ever wind up using it personally. [/QUOTE]
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