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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8713104" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 113: November 1995</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Cast Your Ogles Here: Despite the increasing tightening of the Code of Conduct, the writers do manage to slip some stuff through. Some of that is by using slang words that were vulgar in centuries past, but are now too obscure to trigger the wrath of the censors. Here's a single page primer to victorian thieves cant, for those of you who want to put a bit more historical accuracy into your argot and put one over on the addle-coves. If you've got Planescape, you'll already know many of these, because they're drawing on the same source material. Evidently someone :cough:<span style="font-size: 9px">zeb</span>:cough: brought that into the offices last year and now everyone's jumping on the bandwagon. Not that I have any objection to this as an idea, but between Planescape and MotRD, it may get overused and start to lose it's shine. Then it'll have to lay low for another generation until someone on tiktok discovers it and it goes viral all over again. Such are the circles of life.</p><p></p><p></p><p></p><p>A Pirate's Life for Me: The return of adventures turns out to be surprisingly nontournamenty, as it's nothing to do with any of their Living settings, and it's not even particularly railroady, although it does include pregens. (which contribute to the worldbuilding even if you don't actually use them) Contrary to the title, you're not engaged in piracy, merely hired to stop a particularly large and successful group of pirates who are seriously interfering with trade around the city of Lidah. Can you find them before they manage to fence their latest haul and return the stuff to it's rightful owner, or will this only get resolved after multiple missed raids? You get a timeline of when events will happen, and are then free to wander around the city looking for clues. As long as you're decently proactive it's not that hard to get the best ending, but even if the players are lazy, the problems will eventually catch up with them and they'll get a decent fight out of it at the end. So this is actually a pretty good urban adventure that allows for plenty of roleplaying and various degrees of success while not dying, and gives you info on the author's own setting without making it overbearing and unusable in other ones. A substantial improvement over the old editorial policy. If they keep on improving the adventures here while Dungeon's get more linear and focussed on telling a specific story, I might actually wind up switching around my favourites.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8713104, member: 27780"] [B][U]Polyhedron Issue 113: November 1995[/U][/B] part 3/5 Cast Your Ogles Here: Despite the increasing tightening of the Code of Conduct, the writers do manage to slip some stuff through. Some of that is by using slang words that were vulgar in centuries past, but are now too obscure to trigger the wrath of the censors. Here's a single page primer to victorian thieves cant, for those of you who want to put a bit more historical accuracy into your argot and put one over on the addle-coves. If you've got Planescape, you'll already know many of these, because they're drawing on the same source material. Evidently someone :cough:[size=1]zeb[/size]:cough: brought that into the offices last year and now everyone's jumping on the bandwagon. Not that I have any objection to this as an idea, but between Planescape and MotRD, it may get overused and start to lose it's shine. Then it'll have to lay low for another generation until someone on tiktok discovers it and it goes viral all over again. Such are the circles of life. A Pirate's Life for Me: The return of adventures turns out to be surprisingly nontournamenty, as it's nothing to do with any of their Living settings, and it's not even particularly railroady, although it does include pregens. (which contribute to the worldbuilding even if you don't actually use them) Contrary to the title, you're not engaged in piracy, merely hired to stop a particularly large and successful group of pirates who are seriously interfering with trade around the city of Lidah. Can you find them before they manage to fence their latest haul and return the stuff to it's rightful owner, or will this only get resolved after multiple missed raids? You get a timeline of when events will happen, and are then free to wander around the city looking for clues. As long as you're decently proactive it's not that hard to get the best ending, but even if the players are lazy, the problems will eventually catch up with them and they'll get a decent fight out of it at the end. So this is actually a pretty good urban adventure that allows for plenty of roleplaying and various degrees of success while not dying, and gives you info on the author's own setting without making it overbearing and unusable in other ones. A substantial improvement over the old editorial policy. If they keep on improving the adventures here while Dungeon's get more linear and focussed on telling a specific story, I might actually wind up switching around my favourites. [/QUOTE]
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