(un)reason
Legend
The Polyhedron Issue 5: Mar/Apr 1982
part 4/4
Figure Painting: This column moves onto the most complex thing you'll need to do regularly. Faces. The nuances of human skin and hair tones, and producing a decent facsimile of them on a tiny lump of plastic with a clumsy brush. You'll never manage all the detail a real face has, especially if you've got a whole army to do, so the trick is learning how to imply detail with shading and layering. Once again, this isn't my area of expertise, but it makes for good reading, and is easily understood, so I'll assume he knows what he's talking about and following that advice would be a good idea. This is still a good way to fill out the newszine with regular content.
Codebook: Another three messages hidden behind basic letter substitution cyphers here, along with hints on how to crack them. it's all a matter of basic maths, knowing the frequency of letters in a particular language. Which is why computers are better at it than humans. Even artistic subjects are still underpinned by maths and can be broken down into statistics in great detail, allowing us to understand them more deeply than the original creator did. (from a certain perspective) It's just how our universe works. This is still pretty basic, and not that interesting to me. I'd much rather leave this stuff to the automated systems, thank you very much.
Polyhedron Charter Members part 1: A-L: Here they list 384 of their first members who've made significant contributions towards the founding of the RPGA. As with many kickstarters these days, they put in their time and money not knowing if it was going to mean anything, and they fully deserve the credit for their support. Since they're listed alphabetically and stop at L, I'm guessing there'll be a similar amount in the next issue as well. It is a bit of a sausage-fest, with slightly less than 1 in 20 female, but that's no great surprise. If you were one of them and are still going and reading this, I salute you. Your contribution has not been forgotten.
More Conventions: Another 14 USA conventions and 1 Canadian one get listed here, some of them adding special guests to the basics of where, when and how expensive they are. Most of them seem fairly standard book or wargaming stuff, but Ambercon stands out. A convention devoted not just to a single author, but to a single series/setting of his. That is interesting. I didn't realise it was that popular, although since it got it's own very distinctive RPG that still has fanatical fans to this day, (upon googling, the convention is still going too) I'm not totally surprised either. What did they actually do/discuss in them, and how did they keep such a specialist niche going all those years?
NOR dismisses the crashed spaceship and heads onwards to adventure.
The growth from issue to issue is starting to slow down at this point, but it certainly hasn't stopped yet. It still feels like it's fresh and exciting for them as much as it was the players as they added new spells and classes, and experimented with ways of organising the rapidly increasing membership. It's still very much a fun ride, so on we go with all haste.
part 4/4
Figure Painting: This column moves onto the most complex thing you'll need to do regularly. Faces. The nuances of human skin and hair tones, and producing a decent facsimile of them on a tiny lump of plastic with a clumsy brush. You'll never manage all the detail a real face has, especially if you've got a whole army to do, so the trick is learning how to imply detail with shading and layering. Once again, this isn't my area of expertise, but it makes for good reading, and is easily understood, so I'll assume he knows what he's talking about and following that advice would be a good idea. This is still a good way to fill out the newszine with regular content.
Codebook: Another three messages hidden behind basic letter substitution cyphers here, along with hints on how to crack them. it's all a matter of basic maths, knowing the frequency of letters in a particular language. Which is why computers are better at it than humans. Even artistic subjects are still underpinned by maths and can be broken down into statistics in great detail, allowing us to understand them more deeply than the original creator did. (from a certain perspective) It's just how our universe works. This is still pretty basic, and not that interesting to me. I'd much rather leave this stuff to the automated systems, thank you very much.
Polyhedron Charter Members part 1: A-L: Here they list 384 of their first members who've made significant contributions towards the founding of the RPGA. As with many kickstarters these days, they put in their time and money not knowing if it was going to mean anything, and they fully deserve the credit for their support. Since they're listed alphabetically and stop at L, I'm guessing there'll be a similar amount in the next issue as well. It is a bit of a sausage-fest, with slightly less than 1 in 20 female, but that's no great surprise. If you were one of them and are still going and reading this, I salute you. Your contribution has not been forgotten.
More Conventions: Another 14 USA conventions and 1 Canadian one get listed here, some of them adding special guests to the basics of where, when and how expensive they are. Most of them seem fairly standard book or wargaming stuff, but Ambercon stands out. A convention devoted not just to a single author, but to a single series/setting of his. That is interesting. I didn't realise it was that popular, although since it got it's own very distinctive RPG that still has fanatical fans to this day, (upon googling, the convention is still going too) I'm not totally surprised either. What did they actually do/discuss in them, and how did they keep such a specialist niche going all those years?
NOR dismisses the crashed spaceship and heads onwards to adventure.
The growth from issue to issue is starting to slow down at this point, but it certainly hasn't stopped yet. It still feels like it's fresh and exciting for them as much as it was the players as they added new spells and classes, and experimented with ways of organising the rapidly increasing membership. It's still very much a fun ride, so on we go with all haste.