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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8794145" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 60: Jul/Aug 1996</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Iasc: Willie Walsh gives us his 22nd and final adventure in here, apparently losing touch with them after the WotC takeover and not contributing to gaming again until 2009 with a couple of Pathfinder products. He is repeating ideas somewhat, as it's another extremely celtic flavoured adventure. The PC's are passing through a culturally appropriate bit of land when they come across a whole heap of slaughtered cattle. Their owners show up just after and think the PC's did it. This means you have to either track down the real culprits to clear your name or become persona non grata in the area and face the full force of the law if caught. (cattle are serious business around here) Unsurprisingly, the majority of the page count assumes you'll take the heroic route. Fortunately, the killers weren't particularly subtle, so it's easy enough to find clues and track them to their lair. Turns out it's a bunch of Kuo-Toa that came up from the underdark. (providing you with another potential way to get down to the city in Shards of the Day, making the adventures in this issue unusually interconnected) Kill them, retrieve the stuff they took from the lands above and take it back to it's owners and all will be forgiven. The dungeoncrawl part of this is pretty small and unexceptional, easily fitting in a single session, while the sociological stuff before and after is more interesting and feels like that's where his real focus lies. Basically, it's more promotion for their Celts sourcebook, which it has to be said does do some interesting things altering the base assumptions from the corebooks. Still entirely usable, but not his greatest work and feels like he's getting tired of the whole dungeoncrawling formula. I can understand his moving on from the magazine after reading this.</p><p></p><p></p><p></p><p>One very good adventure in here, then a load of middling quality stuff by regular writers which feels like it was picked for name recognition reasons to make the anniversary a bigger deal, and then wasn't edited as strictly as they have been in the past. All these changes in staff are definitely having an effect on the final product, and unlike polyhedron they aren't doing any large scale metaplot developments that might make up for that. One to push on from and hope they try something different in the next issue.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8794145, member: 27780"] [b][u]Dungeon Issue 60: Jul/Aug 1996[/u][/b] part 5/5 Iasc: Willie Walsh gives us his 22nd and final adventure in here, apparently losing touch with them after the WotC takeover and not contributing to gaming again until 2009 with a couple of Pathfinder products. He is repeating ideas somewhat, as it's another extremely celtic flavoured adventure. The PC's are passing through a culturally appropriate bit of land when they come across a whole heap of slaughtered cattle. Their owners show up just after and think the PC's did it. This means you have to either track down the real culprits to clear your name or become persona non grata in the area and face the full force of the law if caught. (cattle are serious business around here) Unsurprisingly, the majority of the page count assumes you'll take the heroic route. Fortunately, the killers weren't particularly subtle, so it's easy enough to find clues and track them to their lair. Turns out it's a bunch of Kuo-Toa that came up from the underdark. (providing you with another potential way to get down to the city in Shards of the Day, making the adventures in this issue unusually interconnected) Kill them, retrieve the stuff they took from the lands above and take it back to it's owners and all will be forgiven. The dungeoncrawl part of this is pretty small and unexceptional, easily fitting in a single session, while the sociological stuff before and after is more interesting and feels like that's where his real focus lies. Basically, it's more promotion for their Celts sourcebook, which it has to be said does do some interesting things altering the base assumptions from the corebooks. Still entirely usable, but not his greatest work and feels like he's getting tired of the whole dungeoncrawling formula. I can understand his moving on from the magazine after reading this. One very good adventure in here, then a load of middling quality stuff by regular writers which feels like it was picked for name recognition reasons to make the anniversary a bigger deal, and then wasn't edited as strictly as they have been in the past. All these changes in staff are definitely having an effect on the final product, and unlike polyhedron they aren't doing any large scale metaplot developments that might make up for that. One to push on from and hope they try something different in the next issue. [/QUOTE]
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