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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7989881" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 11: Mar/Apr 1983</u></strong></p><p></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p></p><p>Encounters: Dawn Patrol gets this month's cover based adventure. Adventure is pushing it a bit this time, as the actual description of the scenario takes up less than 10% of the page. Most of it is devoted to our dashing young cover star, how awesome he is, and why the players should feel honoured to be supporting him and flying in the same airspace he breathes. GMPCish fluff, in other words. So this is easily the least useful of these so far, as it's only useful for one specific game, doesn't really spark any further plot hooks either, and is of a kind of writing I just find irritating in general. I'll be dealing with enough of this when I go through the 90's again. I wasn't expecting to see it this early. </p><p></p><p></p><p></p><p>Notes for the Dungeon Master: Having spent a good page ranting about the invincibility and infallibility of deities last month, Frank now gives methods to retroactively restore the status quo if your players have already engaged in some god-killing. They WILL rule supreme and there's nothing you can do! It's all very tiresome. This may have flown in the days where episodic media was the norm, but these days, we know we can change and progress huge aspects of the setting and keep the game interesting. I don't feel the need to spend more time tearing down this nonsense, so I shall move on.</p><p></p><p></p><p></p><p>Mapping from Square One pt 2: Considerably more palatable is the second part of Frank's mapping lesson, which has a whole ton of useful symbols explained for you to use. The explanations aren't numbered, which makes tracking which one belongs to which symbol a bit of a nuisance, but most of them are pretty intuitive anyway. Make your symbols simple but clearly distinct and don't try to cram too many of them into one area and you can't go too far wrong. Definitely worth checking back on this one every now and then, to make sure your designs aren't falling into a rut and using the same few building blocks over and over again. </p><p></p><p></p><p></p><p>Under Construction: Our room this month is system-free, and so could be used in any game, even a fantasy one if you want that Barrier Peaks style fun. Actually, it's a three room crashed space shuttle, filled with lots of high tech gadgetry, and also an extremely fast-growing and dangerous fungus that'll spread through your world like a plague now the place has been unsealed unless you destroy it pretty quickly. So this could be just a single encounter that nets you some quirky treasure, or a plot hook driving a whole campaign, depending how tough and adaptable you want to make that fungus. That's the way to make this useful for lots of games across multiple systems. I definitely approve of this one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7989881, member: 27780"] [b][u]Polyhedron Issue 11: Mar/Apr 1983[/u][/b] part 4/6 Encounters: Dawn Patrol gets this month's cover based adventure. Adventure is pushing it a bit this time, as the actual description of the scenario takes up less than 10% of the page. Most of it is devoted to our dashing young cover star, how awesome he is, and why the players should feel honoured to be supporting him and flying in the same airspace he breathes. GMPCish fluff, in other words. So this is easily the least useful of these so far, as it's only useful for one specific game, doesn't really spark any further plot hooks either, and is of a kind of writing I just find irritating in general. I'll be dealing with enough of this when I go through the 90's again. I wasn't expecting to see it this early. Notes for the Dungeon Master: Having spent a good page ranting about the invincibility and infallibility of deities last month, Frank now gives methods to retroactively restore the status quo if your players have already engaged in some god-killing. They WILL rule supreme and there's nothing you can do! It's all very tiresome. This may have flown in the days where episodic media was the norm, but these days, we know we can change and progress huge aspects of the setting and keep the game interesting. I don't feel the need to spend more time tearing down this nonsense, so I shall move on. Mapping from Square One pt 2: Considerably more palatable is the second part of Frank's mapping lesson, which has a whole ton of useful symbols explained for you to use. The explanations aren't numbered, which makes tracking which one belongs to which symbol a bit of a nuisance, but most of them are pretty intuitive anyway. Make your symbols simple but clearly distinct and don't try to cram too many of them into one area and you can't go too far wrong. Definitely worth checking back on this one every now and then, to make sure your designs aren't falling into a rut and using the same few building blocks over and over again. Under Construction: Our room this month is system-free, and so could be used in any game, even a fantasy one if you want that Barrier Peaks style fun. Actually, it's a three room crashed space shuttle, filled with lots of high tech gadgetry, and also an extremely fast-growing and dangerous fungus that'll spread through your world like a plague now the place has been unsealed unless you destroy it pretty quickly. So this could be just a single encounter that nets you some quirky treasure, or a plot hook driving a whole campaign, depending how tough and adaptable you want to make that fungus. That's the way to make this useful for lots of games across multiple systems. I definitely approve of this one. [/QUOTE]
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