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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8714578" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 113: November 1995</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>A World of Your Own: Roger spends all his time this issue sketching out one particularly unpleasant setting. How could a world be one massive dungeon? Unless you completely abandon the idea of topology anything like our universe, it has to have a surface at some point. Well, if you want to make the surface unimportant, set it on an airless moon where life has retreated underground to survive. What creatures would dominate in the winding tunnels of an inhospitable place like that? Surprise surprise, it's the Drow again, because the GDQ series sure does have a lot of throwaway lines that could be expanded into entire campaigns in their own right. They certainly don't have it all their own way though, between turf wars with mind flayers, various weird oozes and slimes, and their own internecine treachery. There's plenty of room for adventurers from other world to slip through the cracks and survive, or finally getting to use the PC rules for the odder and more powerful races native to the world. Putting in gates to Oerth and the world being invaded in the previous issue makes me think these connections might well become important in future issues, building up to a big crossover adventure. I guess that's one big advantage of playing D&D over some sci-fi setting. A solid enough middle episode to a series then, moving things forward but neither an origin story or big climax.</p><p></p><p></p><p></p><p>Putting It On Paper: Guidelines on how to write adventures? We had that twice in the last issue alone! They are getting very repetitive on that front lately. They really must be desperate for more submissions. Like their article submitting guidelines, which are very similar anyway, things remain pretty much the same as last year. Decide whether it's linear, situation based or matrix based, create a bunch of encounters, playtest them, make sure it sticks to time limits, has decent spelling, punctuation & grammar and most importantly doesn't violate the code of conduct by endorsing drugs or criticising cops. The only big difference is that they're now electronic only, as sending the adventure by floppy disc saves a lot of typing things up again at their end. No new insights to be had here, and the degree of repetition is growing increasingly irritating. It would probably be a little less grating if I were reading these issues in real time as they came out, but it is still getting noticeably worse lately.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8714578, member: 27780"] [b][u]Polyhedron Issue 113: November 1995[/u][/b] part 4/5 A World of Your Own: Roger spends all his time this issue sketching out one particularly unpleasant setting. How could a world be one massive dungeon? Unless you completely abandon the idea of topology anything like our universe, it has to have a surface at some point. Well, if you want to make the surface unimportant, set it on an airless moon where life has retreated underground to survive. What creatures would dominate in the winding tunnels of an inhospitable place like that? Surprise surprise, it's the Drow again, because the GDQ series sure does have a lot of throwaway lines that could be expanded into entire campaigns in their own right. They certainly don't have it all their own way though, between turf wars with mind flayers, various weird oozes and slimes, and their own internecine treachery. There's plenty of room for adventurers from other world to slip through the cracks and survive, or finally getting to use the PC rules for the odder and more powerful races native to the world. Putting in gates to Oerth and the world being invaded in the previous issue makes me think these connections might well become important in future issues, building up to a big crossover adventure. I guess that's one big advantage of playing D&D over some sci-fi setting. A solid enough middle episode to a series then, moving things forward but neither an origin story or big climax. Putting It On Paper: Guidelines on how to write adventures? We had that twice in the last issue alone! They are getting very repetitive on that front lately. They really must be desperate for more submissions. Like their article submitting guidelines, which are very similar anyway, things remain pretty much the same as last year. Decide whether it's linear, situation based or matrix based, create a bunch of encounters, playtest them, make sure it sticks to time limits, has decent spelling, punctuation & grammar and most importantly doesn't violate the code of conduct by endorsing drugs or criticising cops. The only big difference is that they're now electronic only, as sending the adventure by floppy disc saves a lot of typing things up again at their end. No new insights to be had here, and the degree of repetition is growing increasingly irritating. It would probably be a little less grating if I were reading these issues in real time as they came out, but it is still getting noticeably worse lately. [/QUOTE]
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