(un)reason
Legend
Polyhedron Issue 106: April 1995
part 5/5
The Living Galaxy: Roger finishes off his current set of lengthy lists with several more types of TV show and how they force a party to stay together and focus on a particular objective. Military ones, which are pretty much the easiest as you just have all the PC's assigned to the same unit and openly given a mission, then your only concern is if it's so suicidal or repugnant that they all decide to go AWOL at once. The opposing perspective of a decentralised resistance movement, where you have a bit more freedom of who you associate with and how you attack the enemy, but the fact that they're actively invading your country means inaction is not an option. The more unambiguously heroic missions of the medical or fire services. Another look at various castaway scenarios, whether in space, time or both, where if you don't work together and figure out a way of securing basic resources you'll starve soon enough. The much more open-ended scenario of a mobile business, where sometimes people will call you up with cases, but you may also have to do some advertising and investigative legwork of your own to get enough jobs to make a living. One where you're a politician, trying to do the best to juggle all the competing demands from your constituents, … or not bothering and fending off the flak for your corruption. The unique roleplaying opportunities and constraints of being prisoners, probably better suited to a smaller group. Another reminder that even though we complain about too many shows these days being remakes, there are lots of shows from the past that haven't been remade and might be worth investigating, see if they're worth reappraisal. For every one that went into syndication there are dozens that were cancelled after a single season and hundreds that only made it to the pilot stage. Find one with a particularly unique premise and see if you can do it better.
slade's corners: As part of the creation of the Encyclopedia Magica, they asked us to submit some new magical items. Here's a collection of the various one-use items they received, that might save the day once, but won't change the whole tone of your campaign long-term. Good luck getting your PC's to actually use them instead of hoarding them in the inventory until the very final boss of the campaign.
Cloaks of Damage Absorption add an extra buffer of short term HP until they fall apart. They probably won't last high level adventurers very long.
Dust to Dust finishes off anything that's been reduced to 0 hit points but refuses to die, or destroys the body of dead things to prevent resurrection. Exceedingly handy against trolls and other powerful regenerators when you can't be bothered to research their specific weakness.*
*(probably will not work against the Tarrasque)
Instant Door Seeds create a convenient means of escape thrown against any wall. Elminster is smart enough to take inspiration from looney tunes cartoons and make them selective in who they admit as well for extra convenience.
Combat Rations keep you fully fed for three days on one meal. At 1,000gp per pop, investing in mundane rations and a bag of holding will probably be cheaper in the long run for a really extended trip.
Wings of the Mayfly give you flight for 24 hours before shrivelling and dropping off. Longer than a potion or spell, so use that time well and save sleep for later.
Copy Paper is basically just real life carbon paper, only better. Meh. Not the most impressive way to end proceedings.
An issue with lots of laundry lists of stuff and regular columns plugging away in a formulaic way, making it rather a slog to get through. Quite a bit of it would be useful in actual play, but we're once again hitting the point where 2e was too much of the same old same old for me, and it would read better to people who haven't been through this before repeatedly. Let's see if next issue has any of their esoteric setting delves that do still hold interest for me.
part 5/5
The Living Galaxy: Roger finishes off his current set of lengthy lists with several more types of TV show and how they force a party to stay together and focus on a particular objective. Military ones, which are pretty much the easiest as you just have all the PC's assigned to the same unit and openly given a mission, then your only concern is if it's so suicidal or repugnant that they all decide to go AWOL at once. The opposing perspective of a decentralised resistance movement, where you have a bit more freedom of who you associate with and how you attack the enemy, but the fact that they're actively invading your country means inaction is not an option. The more unambiguously heroic missions of the medical or fire services. Another look at various castaway scenarios, whether in space, time or both, where if you don't work together and figure out a way of securing basic resources you'll starve soon enough. The much more open-ended scenario of a mobile business, where sometimes people will call you up with cases, but you may also have to do some advertising and investigative legwork of your own to get enough jobs to make a living. One where you're a politician, trying to do the best to juggle all the competing demands from your constituents, … or not bothering and fending off the flak for your corruption. The unique roleplaying opportunities and constraints of being prisoners, probably better suited to a smaller group. Another reminder that even though we complain about too many shows these days being remakes, there are lots of shows from the past that haven't been remade and might be worth investigating, see if they're worth reappraisal. For every one that went into syndication there are dozens that were cancelled after a single season and hundreds that only made it to the pilot stage. Find one with a particularly unique premise and see if you can do it better.
slade's corners: As part of the creation of the Encyclopedia Magica, they asked us to submit some new magical items. Here's a collection of the various one-use items they received, that might save the day once, but won't change the whole tone of your campaign long-term. Good luck getting your PC's to actually use them instead of hoarding them in the inventory until the very final boss of the campaign.
Cloaks of Damage Absorption add an extra buffer of short term HP until they fall apart. They probably won't last high level adventurers very long.
Dust to Dust finishes off anything that's been reduced to 0 hit points but refuses to die, or destroys the body of dead things to prevent resurrection. Exceedingly handy against trolls and other powerful regenerators when you can't be bothered to research their specific weakness.*
*(probably will not work against the Tarrasque)
Instant Door Seeds create a convenient means of escape thrown against any wall. Elminster is smart enough to take inspiration from looney tunes cartoons and make them selective in who they admit as well for extra convenience.
Combat Rations keep you fully fed for three days on one meal. At 1,000gp per pop, investing in mundane rations and a bag of holding will probably be cheaper in the long run for a really extended trip.
Wings of the Mayfly give you flight for 24 hours before shrivelling and dropping off. Longer than a potion or spell, so use that time well and save sleep for later.
Copy Paper is basically just real life carbon paper, only better. Meh. Not the most impressive way to end proceedings.
An issue with lots of laundry lists of stuff and regular columns plugging away in a formulaic way, making it rather a slog to get through. Quite a bit of it would be useful in actual play, but we're once again hitting the point where 2e was too much of the same old same old for me, and it would read better to people who haven't been through this before repeatedly. Let's see if next issue has any of their esoteric setting delves that do still hold interest for me.