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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8762561" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 58: Mar/Apr 1996</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Menacing Malady: Not content with three horror adventures, they manage to repeat the medical theme as well, with another story where people are transformed and while you could just kill them all, you're strongly encouraged to take the more ethical route and figure out a way to turn them back. This time it's an outbreak of russet mold, turning a full dozen patients at a hospital into mold men. Since it is a hospital, there's a whole bunch of things throughout the place that could be useful in treating the problem, and good luck in finding the right ones. So there's less emphasis on the mystery part of the adventure than Caveat Emptor, and more on the puzzle aspect of curing the victims successfully, but there are a lot of similarities between the two, as in both cases you have a socially driven, location based adventure that doesn't force you to use a precise solution, and has plenty of leeway for different degrees of success or failure in how many of the victims you manage to catch and successfully cure, plus the additional question of if you'll figure out how the problem started in the first place and take steps to deal with the responsible parties. Once again, it's decent enough in it's own right, but loses impact due to the quick repetition. It'd have been better if they'd taken just one of these two and made it twice the size. That way you could fit more character development and emotional depth into it rather than going over the basics twice. </p><p></p><p></p><p></p><p>An issue where all of the adventures are of pretty good quality taken individually, but they get very repetitive read in one go, all using much the same formula of being mystery & roleplaying heavy and combat light. Only the Challenge of Champions stands out as an attempt to do something different, returning to the principles of old school modules where challenging the brains of the players took precedent over any kind of character immersion. It makes me hope they see the merit in not being all 2eish all the time. On we go, time to see if polyhedron will have anything particularly wacky to serve us this year.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8762561, member: 27780"] [b][u]Dungeon Issue 58: Mar/Apr 1996[/u][/b] part 5/5 The Menacing Malady: Not content with three horror adventures, they manage to repeat the medical theme as well, with another story where people are transformed and while you could just kill them all, you're strongly encouraged to take the more ethical route and figure out a way to turn them back. This time it's an outbreak of russet mold, turning a full dozen patients at a hospital into mold men. Since it is a hospital, there's a whole bunch of things throughout the place that could be useful in treating the problem, and good luck in finding the right ones. So there's less emphasis on the mystery part of the adventure than Caveat Emptor, and more on the puzzle aspect of curing the victims successfully, but there are a lot of similarities between the two, as in both cases you have a socially driven, location based adventure that doesn't force you to use a precise solution, and has plenty of leeway for different degrees of success or failure in how many of the victims you manage to catch and successfully cure, plus the additional question of if you'll figure out how the problem started in the first place and take steps to deal with the responsible parties. Once again, it's decent enough in it's own right, but loses impact due to the quick repetition. It'd have been better if they'd taken just one of these two and made it twice the size. That way you could fit more character development and emotional depth into it rather than going over the basics twice. An issue where all of the adventures are of pretty good quality taken individually, but they get very repetitive read in one go, all using much the same formula of being mystery & roleplaying heavy and combat light. Only the Challenge of Champions stands out as an attempt to do something different, returning to the principles of old school modules where challenging the brains of the players took precedent over any kind of character immersion. It makes me hope they see the merit in not being all 2eish all the time. On we go, time to see if polyhedron will have anything particularly wacky to serve us this year. [/QUOTE]
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