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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8968757" data-attributes="member: 27780"><p><strong><u>Dungeon issue 72: Jan/Feb 1999</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Plundering Poppof: A persistent problem with D&D has always been letting thieves be thieves. While their skillset is pretty handy in an adventuring life and there’s far more source material involving them than clerics, they’re also more likely to be disruptive to a group. This only became more of a problem after the whole moral majority backlash, causing TSR to put in a Code of Conduct which mandated that all the official adventures had to involve heroic behaviour and respect officers of the law. You could still break into an evil wizard’s dungeon, kill him & take his stuff, but a townhouse? While he’s still a law abiding citizen and not secretly a lich? Not getting past editing. But those rules have been repealed, so here’s one that does just give you the details of a wizard’s house and expects you to rob it stealthily, as it’s in the middle of a town with plenty of regular watch patrols. (although they still give some ideas of how a more heroic group might find themselves in this situation) It’s just a regular sized house, so it’s unlikely to take more than a session to play out, but there are still some fairly interesting defences and bits of treasure to be found within. So this is notable for the way it juxtaposes the mundane and magical details and also because it caters to a more morally ambiguous class of adventurer than they’ve been allowed to in the past. Going further down that route would be an excellent way to provide more adventures that aren’t repeats of ideas they’ve already done. This definitely gets my approval. </p><p></p><p></p><p></p><p>D&D Fast-Play Game: This is identical to the version a couple of issues ago, only with production values slightly reduced, as it’s in B&W where the one a few months ago was in color, plus a few very minor changes in wording. Guess they wanted to spend a little less on the second print run. Nothing more to say about it then. </p><p></p><p></p><p></p><p>No new format changes this time, but the kinds of adventures they're including continue to be more ambitious and experimental than under previous regimes so the issue as a whole remains pretty interesting. I’m definitely looking forward to next one to see the thrilling conclusion of their first adventure path and the response it gets.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8968757, member: 27780"] [b][u]Dungeon issue 72: Jan/Feb 1999[/u][/b] part 5/5 Plundering Poppof: A persistent problem with D&D has always been letting thieves be thieves. While their skillset is pretty handy in an adventuring life and there’s far more source material involving them than clerics, they’re also more likely to be disruptive to a group. This only became more of a problem after the whole moral majority backlash, causing TSR to put in a Code of Conduct which mandated that all the official adventures had to involve heroic behaviour and respect officers of the law. You could still break into an evil wizard’s dungeon, kill him & take his stuff, but a townhouse? While he’s still a law abiding citizen and not secretly a lich? Not getting past editing. But those rules have been repealed, so here’s one that does just give you the details of a wizard’s house and expects you to rob it stealthily, as it’s in the middle of a town with plenty of regular watch patrols. (although they still give some ideas of how a more heroic group might find themselves in this situation) It’s just a regular sized house, so it’s unlikely to take more than a session to play out, but there are still some fairly interesting defences and bits of treasure to be found within. So this is notable for the way it juxtaposes the mundane and magical details and also because it caters to a more morally ambiguous class of adventurer than they’ve been allowed to in the past. Going further down that route would be an excellent way to provide more adventures that aren’t repeats of ideas they’ve already done. This definitely gets my approval. D&D Fast-Play Game: This is identical to the version a couple of issues ago, only with production values slightly reduced, as it’s in B&W where the one a few months ago was in color, plus a few very minor changes in wording. Guess they wanted to spend a little less on the second print run. Nothing more to say about it then. No new format changes this time, but the kinds of adventures they're including continue to be more ambitious and experimental than under previous regimes so the issue as a whole remains pretty interesting. I’m definitely looking forward to next one to see the thrilling conclusion of their first adventure path and the response it gets. [/QUOTE]
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