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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7984848" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 10: Jan/Feb 1983</u></strong></p><p></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p></p><p>Basically Speaking: We've already had an extended set of rules questions and mapping for beginners this issue. This column continues the theme, but tackles even more ultra-basic questions, in even greater detail, such as what hit dice, hit points and movement speeds are. I found those perfectly self-explanatory when I first read the basic set, and I was only 8 at the time, so this is definitely pitched waaaaaay below my level, at people who struggle with basic reading comprehension or maths. Surprised they managed to successfully fill out the forms to join the RPGA, and then send letters asking for help to the correct address if they're having difficulties with concepts that fundamental. So this may have been of use to someone, but it's very boring indeed for me. </p><p></p><p></p><p></p><p>Under Construction: Their compromise between the people demanding modules and their space constraints is a single room per issue. Of course, since they have to fill a full page with it's description, they're all going to be interesting ones, no 10x10 rooms with an orc and a pie. (Unless it's a very well described pie) You'd only need a few of these amid the more standard combat challenges to keep the adventurers on their toes. First up, a quirky puzzle that'll kill anyone who doesn't engage with the riddle on it's own terms, but isn't too hard for a well-equipped party to solve. Very much an old school one, as there's no saving throws to resist, and your character stats are meaningless. It's all about the player's brain. Make sure your players are used to that kind of play before you throw this at them. </p><p></p><p></p><p></p><p>Getting started in Gangbusters: From basic gamma world advice, to basic D&D advice, to basic Gangbusters advice. This isn't so much about the specific rules, but more general GMing advice, oriented towards any system that's meant to be fast, rules-light and high lethality. Don't get too attached to your characters, because you can roll up another one in a minute or two. Broad strokes are better than detailed backstories. Be ready to improvise and extrapolate, let the players face consequences for their actions. Lengthy planning and detailed tactics are out of genre and not supported by the system, so just get on with it. Good to see them taking into account that not all roleplaying games are the same, and players need to adapt their playstyle to the system and setting if they want to get the best out of them. Now if only they could get their customers to buy all their other games in the same quantity as D&D instead of sticking with that and trying to use it as a generic system.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7984848, member: 27780"] [b][u]Polyhedron Issue 10: Jan/Feb 1983[/u][/b] part 4/6 Basically Speaking: We've already had an extended set of rules questions and mapping for beginners this issue. This column continues the theme, but tackles even more ultra-basic questions, in even greater detail, such as what hit dice, hit points and movement speeds are. I found those perfectly self-explanatory when I first read the basic set, and I was only 8 at the time, so this is definitely pitched waaaaaay below my level, at people who struggle with basic reading comprehension or maths. Surprised they managed to successfully fill out the forms to join the RPGA, and then send letters asking for help to the correct address if they're having difficulties with concepts that fundamental. So this may have been of use to someone, but it's very boring indeed for me. Under Construction: Their compromise between the people demanding modules and their space constraints is a single room per issue. Of course, since they have to fill a full page with it's description, they're all going to be interesting ones, no 10x10 rooms with an orc and a pie. (Unless it's a very well described pie) You'd only need a few of these amid the more standard combat challenges to keep the adventurers on their toes. First up, a quirky puzzle that'll kill anyone who doesn't engage with the riddle on it's own terms, but isn't too hard for a well-equipped party to solve. Very much an old school one, as there's no saving throws to resist, and your character stats are meaningless. It's all about the player's brain. Make sure your players are used to that kind of play before you throw this at them. Getting started in Gangbusters: From basic gamma world advice, to basic D&D advice, to basic Gangbusters advice. This isn't so much about the specific rules, but more general GMing advice, oriented towards any system that's meant to be fast, rules-light and high lethality. Don't get too attached to your characters, because you can roll up another one in a minute or two. Broad strokes are better than detailed backstories. Be ready to improvise and extrapolate, let the players face consequences for their actions. Lengthy planning and detailed tactics are out of genre and not supported by the system, so just get on with it. Good to see them taking into account that not all roleplaying games are the same, and players need to adapt their playstyle to the system and setting if they want to get the best out of them. Now if only they could get their customers to buy all their other games in the same quantity as D&D instead of sticking with that and trying to use it as a generic system. [/QUOTE]
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