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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8500348" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 85: July 1993</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Silverwood: Ah joy, a save the trees plot. It is the 90's, so we were bound to have a bit of eco-froofery in here as well. An evil sorceress with a passion for perfume is engaging in unsustainable practices in her pursuit of the sweetest scents to bottle, pissing off the elves and woodland creatures. Truly a motivation that puts her in the same league as Cruella De Vil in terms of pettiness. The oldest and wisest intelligent tree in the forest sends out a psychic call for help that your players pick up on. Let's hope they're the right people for the job. Fight some ogres, the first batch of collectors sent to the forest, get arrested on false charges when they stop for the night at a suspicious village, get sent on another rescue mission by the villagers, then finally get sent in the right direction for the final dungeon. As usual, it's very linear, and expects the PC's to just go along with the naughty word rather than fighting it in some encounters, falling apart if they make the wrong decision and have the dice rolls to back it up. It is at least both a decent challenge, not so short as to feel trivial in a 4 hour slot, or so jokey as to undercut any tension and immersion. Overall, it's decent enough by Polyhedron standards, but that's still grading on a curve and it's not one I'd have any interest in running. </p><p></p><p></p><p></p><p>The Living Galaxy: Roger must be starting to run out of ideas, as he recycles one from earlier on in this column with minor variations. How to differentiate countries on the same planet vs how to differentiate <em>cities</em> on the same planet in issue 53. The formula is pretty much the same. Steal liberally from reality or fiction, file off serial numbers, figure out the history & relationships with neighbours. Apart from growing increasingly fond of lists, his writing style hasn't changed much in the intervening time, so this is the kind of article that's particularly useless to long-term fanatical readers. Which since the RPGA tends towards the hardcore end of the gamer spectrum, is probably a pretty high proportion. Some magazines might be able to get away with recycling the same idea every few years, or being mostly adverts so the content of the articles is almost irrelevant, but this is not one of those. Disappointing to see.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8500348, member: 27780"] [b][u]Polyhedron Issue 85: July 1993[/u][/b] part 3/5 Silverwood: Ah joy, a save the trees plot. It is the 90's, so we were bound to have a bit of eco-froofery in here as well. An evil sorceress with a passion for perfume is engaging in unsustainable practices in her pursuit of the sweetest scents to bottle, pissing off the elves and woodland creatures. Truly a motivation that puts her in the same league as Cruella De Vil in terms of pettiness. The oldest and wisest intelligent tree in the forest sends out a psychic call for help that your players pick up on. Let's hope they're the right people for the job. Fight some ogres, the first batch of collectors sent to the forest, get arrested on false charges when they stop for the night at a suspicious village, get sent on another rescue mission by the villagers, then finally get sent in the right direction for the final dungeon. As usual, it's very linear, and expects the PC's to just go along with the naughty word rather than fighting it in some encounters, falling apart if they make the wrong decision and have the dice rolls to back it up. It is at least both a decent challenge, not so short as to feel trivial in a 4 hour slot, or so jokey as to undercut any tension and immersion. Overall, it's decent enough by Polyhedron standards, but that's still grading on a curve and it's not one I'd have any interest in running. The Living Galaxy: Roger must be starting to run out of ideas, as he recycles one from earlier on in this column with minor variations. How to differentiate countries on the same planet vs how to differentiate [i]cities[/i] on the same planet in issue 53. The formula is pretty much the same. Steal liberally from reality or fiction, file off serial numbers, figure out the history & relationships with neighbours. Apart from growing increasingly fond of lists, his writing style hasn't changed much in the intervening time, so this is the kind of article that's particularly useless to long-term fanatical readers. Which since the RPGA tends towards the hardcore end of the gamer spectrum, is probably a pretty high proportion. Some magazines might be able to get away with recycling the same idea every few years, or being mostly adverts so the content of the articles is almost irrelevant, but this is not one of those. Disappointing to see. [/QUOTE]
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