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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8622635" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 101: November 1994</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Turkey Feathers: The adventure department continues to push for low lethality scenarios with other metrics of success and failure with this little escort quest. You start off with 500 turkeys, and have to get them to market in 5 days. You face 8 challenges along the way, each of which will make you lose a certain number of turkeys based on your decisions and luck with the dice. (and it's near impossible to get there with a 100% result unless you're overleveled for the scenario and can use unexpected magic to short-circuit them) All pretty easy to understand. A linear tournament adventure, but a fairly decent one because it's not so short that getting through everything in 4 hours seems a foregone conclusion, and it has a solid metric of success or failure (how many turkeys you lost in total) that you can use to measure your performance against other groups with, making it extra well suited to it's original purpose. Still not really the best use of your D&D, and would probably work even better as a board game, but a pleasant enough read.</p><p></p><p></p><p></p><p>The Living Galaxy: Roger once again seems to be running out of sci-fi ideas, as he goes for ultra-basic gaming problems with sci-fi examples again. Problem GM's. A game can survive one or two problem players, but if the GM sucks, the game is going to suck for everyone. Overgenerous DM's lead to the monty haul problem, where the PC's accumulate wealth and cool powers far in excess of the challenges they're up against. Then there's the opposite problem, the killer GM, who puts them up against challenges that are overpowered or unfair and screws you over for not taking exactly the right precautions. Finally, there's the insufferable railroader, who has a specific story in their head, and will transform you, mind control you, ignore dice rolls and whatever else they feel like to the point that you might as well not be playing at all. Yeah, there's a lot of that around here. Couldn't you have had a word with your editors rather than just warning us against doing it in our home campaigns, leaving the tournaments as linear as ever. Nothing I haven't heard before, and it rings particularly hollow in the context of it's surroundings. If TSR can't practice what they preach, what kind of example is that setting to the rest of us?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8622635, member: 27780"] [b][u]Polyhedron Issue 101: November 1994[/u][/b] part 3/5 Turkey Feathers: The adventure department continues to push for low lethality scenarios with other metrics of success and failure with this little escort quest. You start off with 500 turkeys, and have to get them to market in 5 days. You face 8 challenges along the way, each of which will make you lose a certain number of turkeys based on your decisions and luck with the dice. (and it's near impossible to get there with a 100% result unless you're overleveled for the scenario and can use unexpected magic to short-circuit them) All pretty easy to understand. A linear tournament adventure, but a fairly decent one because it's not so short that getting through everything in 4 hours seems a foregone conclusion, and it has a solid metric of success or failure (how many turkeys you lost in total) that you can use to measure your performance against other groups with, making it extra well suited to it's original purpose. Still not really the best use of your D&D, and would probably work even better as a board game, but a pleasant enough read. The Living Galaxy: Roger once again seems to be running out of sci-fi ideas, as he goes for ultra-basic gaming problems with sci-fi examples again. Problem GM's. A game can survive one or two problem players, but if the GM sucks, the game is going to suck for everyone. Overgenerous DM's lead to the monty haul problem, where the PC's accumulate wealth and cool powers far in excess of the challenges they're up against. Then there's the opposite problem, the killer GM, who puts them up against challenges that are overpowered or unfair and screws you over for not taking exactly the right precautions. Finally, there's the insufferable railroader, who has a specific story in their head, and will transform you, mind control you, ignore dice rolls and whatever else they feel like to the point that you might as well not be playing at all. Yeah, there's a lot of that around here. Couldn't you have had a word with your editors rather than just warning us against doing it in our home campaigns, leaving the tournaments as linear as ever. Nothing I haven't heard before, and it rings particularly hollow in the context of it's surroundings. If TSR can't practice what they preach, what kind of example is that setting to the rest of us? [/QUOTE]
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