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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8475916" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 81: March 1993</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Living City: Instead of a location, we have a second short adventure in here, that's also primarily a logic puzzle. Curious way of crossing the streams, but not unwelcome. A corrupt member of the city guard stole a valuable magic item using his inside knowledge, and is now trying to skip town. The city guard have posted as many members as possible, but suspect that since he designed their procedures, he can also slip by them. You have 20 minutes (of both game and real time) to figure out the route he has to take to avoid all the regular patrols and be in the right place to foil his escape. Definitely not going to fill a whole session even with the combat at the end, but this seems like a decent little diversion to use in the middle of or in between other urban adventures where the AD&D rules for strictly tracking movement rates actually become significant. Plus you're facing an enemy who would rather flee than fight, and since you're working with the guard, you're supposed to subdue rather than kill, which also means you have to think about things very differently from when dungeon-crawling. This is an interesting break from formula that's much more flexible in the ways you can approach it than their linear tournament modules and will force your players to really think if they want to succeed, while not being the end of the campaign if they lose. A few more submissions like this would be very welcome.</p><p></p><p></p><p></p><p>Bloodmoose & Company once again reveal they've spent ages building up to another elaborate joke to finish an arc with. Time Travel, eh? It's all a big fix. Were they ever in any real danger at all?</p><p></p><p></p><p></p><p>With a lot of the regular features bumped off for an extra large double helping of adventures, this issue is interestingly non-formulaic overall, even if many of the individual articles follow familiar patterns. It all adds up to another pleasingly above average but not incredible issue. A magazine is stronger overall if it rotates it's features rather than having exactly the same ones in the same order every issue. Let's see which things they'll bring back next issue, and which order they'll format them in.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8475916, member: 27780"] [b][u]Polyhedron Issue 81: March 1993[/u][/b] part 5/5 The Living City: Instead of a location, we have a second short adventure in here, that's also primarily a logic puzzle. Curious way of crossing the streams, but not unwelcome. A corrupt member of the city guard stole a valuable magic item using his inside knowledge, and is now trying to skip town. The city guard have posted as many members as possible, but suspect that since he designed their procedures, he can also slip by them. You have 20 minutes (of both game and real time) to figure out the route he has to take to avoid all the regular patrols and be in the right place to foil his escape. Definitely not going to fill a whole session even with the combat at the end, but this seems like a decent little diversion to use in the middle of or in between other urban adventures where the AD&D rules for strictly tracking movement rates actually become significant. Plus you're facing an enemy who would rather flee than fight, and since you're working with the guard, you're supposed to subdue rather than kill, which also means you have to think about things very differently from when dungeon-crawling. This is an interesting break from formula that's much more flexible in the ways you can approach it than their linear tournament modules and will force your players to really think if they want to succeed, while not being the end of the campaign if they lose. A few more submissions like this would be very welcome. Bloodmoose & Company once again reveal they've spent ages building up to another elaborate joke to finish an arc with. Time Travel, eh? It's all a big fix. Were they ever in any real danger at all? With a lot of the regular features bumped off for an extra large double helping of adventures, this issue is interestingly non-formulaic overall, even if many of the individual articles follow familiar patterns. It all adds up to another pleasingly above average but not incredible issue. A magazine is stronger overall if it rotates it's features rather than having exactly the same ones in the same order every issue. Let's see which things they'll bring back next issue, and which order they'll format them in. [/QUOTE]
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