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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8723773" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 114: December 1995</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. Well, here we are. 2/3rds of the way through Polyhedron, and just past 1/4 of the way through Dungeon as well. It hasn't been without it's struggles, but I'm definitely making better time than my first trek through history. Let's hope I can keep it up, for in a dangerous world like the one on the cover, every fight could be your last no matter how high your level. Time to finish this year, and see what new challenges 1996 has to offer from this route.</p><p></p><p></p><p></p><p>In Memorium: I might still be going against all the odds, but there's plenty of people who's lives ended prematurely over the years. Here's an obituary for Steve Glimpse, RPGA mainstay and dwarf player extraordinaire. He attended Gen Con every year from 1981 onwards, and that consistency soon resulted in him building up relationships with the staff, becoming a judge and eventually a co-ordinator. He was responsible for many a table having a good time, and it's a huge shame that he died young from skin cancer. Get your blood tested and weird lumps checked out regularly folks, as the sooner you catch them the better your odds, and remember, the fun is the most important thing in gaming. If you're not making friends and having fun along the way, why are you even doing this? Go do something that makes you money or improves the world in a more tangible way instead.</p><p></p><p></p><p></p><p>Death's Teeth: The adventure this issue is at the start of the magazine, before even the editorial, which is slightly unusual. What's even more unusual is that it's the first Dragonlance adventure to ever appear in here, and it's a proper site based dungeon as well rather than a linear sequence of encounters, which they haven't done in many years, and even Dungeon is doing somewhat fewer of these days. A throwaway encounter in DL12 is expanded out to a full 5 pages, giving the ghosts individual stats, proper personalities and a way to lay them to rest without fighting them. Do you have the courage to venture within the two ruined towers of the Death's Teeth bay and find out what's within? The fact that Takhisis's ogre patrols are afraid of the place might give you pause, but if you're powerful enough to take them on without breaking a sweat what's the worst that can happen? Well, you could have your body taken over and your soul destroyed, but only if you're both completely unwilling to listen to the plight of the ghosts and very unlucky. An atmospheric little place that has plenty of opportunity for emergent narrative, but doesn't force a particular story on you, and would also work well in Ravenloft, this is an interesting little throwback, reminding us that even though Dragonlance was hailed as new school epic story focussed writing when it was first released, that's over a decade ago now and adventure styles have evolved even further since then, with energy drain and save or dies appearing much less frequently, considerably fewer areas detailed per page and a lot more padding in the writing style. As with the other adventure since the hiatus, I definitely prefer this style to their short, linear tournament ones.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8723773, member: 27780"] [b][u]Polyhedron Issue 114: December 1995[/u][/b] part 1/5 32 pages. Well, here we are. 2/3rds of the way through Polyhedron, and just past 1/4 of the way through Dungeon as well. It hasn't been without it's struggles, but I'm definitely making better time than my first trek through history. Let's hope I can keep it up, for in a dangerous world like the one on the cover, every fight could be your last no matter how high your level. Time to finish this year, and see what new challenges 1996 has to offer from this route. In Memorium: I might still be going against all the odds, but there's plenty of people who's lives ended prematurely over the years. Here's an obituary for Steve Glimpse, RPGA mainstay and dwarf player extraordinaire. He attended Gen Con every year from 1981 onwards, and that consistency soon resulted in him building up relationships with the staff, becoming a judge and eventually a co-ordinator. He was responsible for many a table having a good time, and it's a huge shame that he died young from skin cancer. Get your blood tested and weird lumps checked out regularly folks, as the sooner you catch them the better your odds, and remember, the fun is the most important thing in gaming. If you're not making friends and having fun along the way, why are you even doing this? Go do something that makes you money or improves the world in a more tangible way instead. Death's Teeth: The adventure this issue is at the start of the magazine, before even the editorial, which is slightly unusual. What's even more unusual is that it's the first Dragonlance adventure to ever appear in here, and it's a proper site based dungeon as well rather than a linear sequence of encounters, which they haven't done in many years, and even Dungeon is doing somewhat fewer of these days. A throwaway encounter in DL12 is expanded out to a full 5 pages, giving the ghosts individual stats, proper personalities and a way to lay them to rest without fighting them. Do you have the courage to venture within the two ruined towers of the Death's Teeth bay and find out what's within? The fact that Takhisis's ogre patrols are afraid of the place might give you pause, but if you're powerful enough to take them on without breaking a sweat what's the worst that can happen? Well, you could have your body taken over and your soul destroyed, but only if you're both completely unwilling to listen to the plight of the ghosts and very unlucky. An atmospheric little place that has plenty of opportunity for emergent narrative, but doesn't force a particular story on you, and would also work well in Ravenloft, this is an interesting little throwback, reminding us that even though Dragonlance was hailed as new school epic story focussed writing when it was first released, that's over a decade ago now and adventure styles have evolved even further since then, with energy drain and save or dies appearing much less frequently, considerably fewer areas detailed per page and a lot more padding in the writing style. As with the other adventure since the hiatus, I definitely prefer this style to their short, linear tournament ones. [/QUOTE]
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