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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8613989" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 49: Sep/Oct 1994</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>North of Narborel: They made a big deal about the cover story having a 6 year gestation period, but this adventure has even older roots. Can Seapoint Be Saved was a decent enough adventure from 1983 that was somewhat overshadowed by appearing in the same issue of Dragon as the epic nine hells special by Ed Greenwood. But Chris Perkins not only remembers it fondly enough to run it for his group, but also add a load of stuff and send his revised version here. Many of the names are changed, the town map is expanded, and all the extra details inflate it from 8 to 14 pages long. The pirate's lair is still exactly the same, and the overall course of the adventure hasn't changed, but the whole thing is slightly more refined and gives you more material to work with, particularly when it comes to roleplaying the NPC's. It takes an already good adventure and adds lots of little iterative improvements. Still not any kind of worldbeating classic, but it's nice to see something that isn't just another stand-alone adventure unconnected to anything and be reminded of the days before Dungeon split off from Dragon. Gives me a little something extra to think about and the fun of comparing exactly what's changed or stayed the same between the versions. </p><p></p><p></p><p></p><p>Side Treks - Hair Today, Gone Tomorrow: Looks like they're in the mood for lots of little adventures again. But as with the gremlin troubles, this may be short in page count, but can be stretched out over quite a few sessions interleaved with other adventures. What do summoned creatures think about being ripped away from whatever they're doing, ordered to fight or perform some menial task, and then teleported back to their previous situation once they finish? Generally they're not too happy about it, but when your summoner could be anywhere in the multiverse, retaliation can be tricky. Now the PC's get to find out what it feels like when the shoe is on the other foot, and one of their number keeps on disappearing at odd moments to serve the whims of a quite distinctively attired wizard. Can they figure out the rules of the spell and how to no longer be susceptible to it, or enough details about who and where he is to pay him a visit with the rest of the party and get revenge? Muahaha. The kind of complication that you can put in any time, and have a large amount of leeway in how you use it, how frequently it recurs, and how difficult you make tracking your conjurer down. The sort of petty annoyance the players can really get invested in solving, and find it far more satisfying when they do than finally defeating some mysterious evil overlord they never even meet before the final confrontation. This is the kind of sadism I could have a lot of fun with, so I strongly approve of this idea.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8613989, member: 27780"] [b][u]Dungeon Issue 49: Sep/Oct 1994[/u][/b] part 4/5 North of Narborel: They made a big deal about the cover story having a 6 year gestation period, but this adventure has even older roots. Can Seapoint Be Saved was a decent enough adventure from 1983 that was somewhat overshadowed by appearing in the same issue of Dragon as the epic nine hells special by Ed Greenwood. But Chris Perkins not only remembers it fondly enough to run it for his group, but also add a load of stuff and send his revised version here. Many of the names are changed, the town map is expanded, and all the extra details inflate it from 8 to 14 pages long. The pirate's lair is still exactly the same, and the overall course of the adventure hasn't changed, but the whole thing is slightly more refined and gives you more material to work with, particularly when it comes to roleplaying the NPC's. It takes an already good adventure and adds lots of little iterative improvements. Still not any kind of worldbeating classic, but it's nice to see something that isn't just another stand-alone adventure unconnected to anything and be reminded of the days before Dungeon split off from Dragon. Gives me a little something extra to think about and the fun of comparing exactly what's changed or stayed the same between the versions. Side Treks - Hair Today, Gone Tomorrow: Looks like they're in the mood for lots of little adventures again. But as with the gremlin troubles, this may be short in page count, but can be stretched out over quite a few sessions interleaved with other adventures. What do summoned creatures think about being ripped away from whatever they're doing, ordered to fight or perform some menial task, and then teleported back to their previous situation once they finish? Generally they're not too happy about it, but when your summoner could be anywhere in the multiverse, retaliation can be tricky. Now the PC's get to find out what it feels like when the shoe is on the other foot, and one of their number keeps on disappearing at odd moments to serve the whims of a quite distinctively attired wizard. Can they figure out the rules of the spell and how to no longer be susceptible to it, or enough details about who and where he is to pay him a visit with the rest of the party and get revenge? Muahaha. The kind of complication that you can put in any time, and have a large amount of leeway in how you use it, how frequently it recurs, and how difficult you make tracking your conjurer down. The sort of petty annoyance the players can really get invested in solving, and find it far more satisfying when they do than finally defeating some mysterious evil overlord they never even meet before the final confrontation. This is the kind of sadism I could have a lot of fun with, so I strongly approve of this idea. [/QUOTE]
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