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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8582705" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 47: MayJun 1994</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Fraggart's Contraption: Urgh. Another tinker gnome adventure, where you get the dubious privilege of trying out some fresh and extremely unreliable inventions, while facing similar from the other side. While that kind of unpredictable scenario where success or failure is heavily based on random rolls is less annoying to me than a linear comedy railroad, it's a pretty close call. Fraggart was kidnapped by bandits, but any distress he felt at this happening vanished rapidly when he found an ancient tech lab in the back of the caves the bandits are lairing. Before you can say amoral fetishistic behaviour, he's decided maybe he doesn't want to be rescued after all and started making a giant steampunk mole mecha thing with wands for whiskers for the bandits to use in raids without even telling his relatives, who are baffled by his failure to return home even when the ransom is paid and hire adventurers to rescue him. Should you choose to accept their quest, you'll get a whole load of potions (with various annoying side-effects) to help you, and may well wind up wishing you hadn't. This all seems designed to turn out as chaotically as possible in actual play, with the bandits doing different things in different places depending on what time you attack, Fraggart having very different odds of listening to reason and coming home without a fight depending on if he's in or out of his mecha, and the mecha itself having terrible aim on it's large number of spell-like effects, also chosen round by round pretty much at random. Whatever plan the PC's intend going in, it's unlikely to survive contact with the enemy, and even starting off with the same actions could wind up finishing very differently. Whether it's fun or not depends if you have the kind of group that embraces the whimsy & chaos or finds it irritating and stressful to deal with. Yet another one that's only really useful for a small subset of groups, but a different subset. Pray your DM is a good judge of your characters as players, and picks the right one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8582705, member: 27780"] [B][U]Dungeon Issue 47: MayJun 1994[/U][/B] part 4/5 Fraggart's Contraption: Urgh. Another tinker gnome adventure, where you get the dubious privilege of trying out some fresh and extremely unreliable inventions, while facing similar from the other side. While that kind of unpredictable scenario where success or failure is heavily based on random rolls is less annoying to me than a linear comedy railroad, it's a pretty close call. Fraggart was kidnapped by bandits, but any distress he felt at this happening vanished rapidly when he found an ancient tech lab in the back of the caves the bandits are lairing. Before you can say amoral fetishistic behaviour, he's decided maybe he doesn't want to be rescued after all and started making a giant steampunk mole mecha thing with wands for whiskers for the bandits to use in raids without even telling his relatives, who are baffled by his failure to return home even when the ransom is paid and hire adventurers to rescue him. Should you choose to accept their quest, you'll get a whole load of potions (with various annoying side-effects) to help you, and may well wind up wishing you hadn't. This all seems designed to turn out as chaotically as possible in actual play, with the bandits doing different things in different places depending on what time you attack, Fraggart having very different odds of listening to reason and coming home without a fight depending on if he's in or out of his mecha, and the mecha itself having terrible aim on it's large number of spell-like effects, also chosen round by round pretty much at random. Whatever plan the PC's intend going in, it's unlikely to survive contact with the enemy, and even starting off with the same actions could wind up finishing very differently. Whether it's fun or not depends if you have the kind of group that embraces the whimsy & chaos or finds it irritating and stressful to deal with. Yet another one that's only really useful for a small subset of groups, but a different subset. Pray your DM is a good judge of your characters as players, and picks the right one. [/QUOTE]
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