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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8003491" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 14: Sep/Oct 1983</u></strong></p><p></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p></p><p>The Lone Wolf: Oh dear. Jim Ward has fallen under the spell of the badass brooding loner archetype. So he encourages you to include them in your Gamma World game; handsome solitary purebloods who have higher stats and better equipment than the PC's, show them up, give them cryptic advice, beat them to the best loot on missions, and are generally irritating. This kind of GMPC nonsense is not likely to go down well with most groups, who will rapidly develop a loathing for anyone who rivals them and delight in getting revenge. So this falls into the category of interestingly bad advice, that should be used with great caution, for what seems cool when you write it as a GM is not so pleasant to deal with from the other side of the screen. I think he's getting to the rank where people don't tell him no enough anymore. Dear oh dear. :shakes head:</p><p></p><p></p><p></p><p>D&D name means more than just modules: In their first big wave of expansion, TSR would licence the D&D name out to any old crap that looked like it might make a buck. Here's a comprehensive list of them, in case you felt you'd gotta collect 'em all. Candy, beach towels, a coloring book, candle-making kits, there sure is a lot of things I'd never have thought of, and which have no real use in actual gaming. Another of those promotional articles that's basically just an advert for their own products, and lies somewhere between vaguely amusing and vaguely irritating to read. It might be useful to reference at some point, but at the moment I have no strong feelings on it either way.</p><p></p><p></p><p></p><p>Artifacts, Relics, and DM Headaches: Fresh from telling us to be careful and nonrandom in our handling of deities, Roger does the same for magical Artifacts. If you put them in your game, you should have a plan and consider if they're the right level and kind of players to handle it. If they can't make the requirements or handle the drawbacks, they could wind up destroying themselves. If they can, consider what ambitions they'll use those powers to fulfil and make sure you have adventure material ready in that direction, but also who else wants that artifact and will do their best to take it from them by stealth or force. So it's somewhat more permissive than their handling of gods, but still fundamentally an article full of negativity, telling you what not to do in considerable detail. They really are hitting that phase where they want to be more sensible and think about worldbuilding and long term campaigns hard. This definitely won't be the last article jam-packed with no's trying to discipline their playerbase.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8003491, member: 27780"] [b][u]Polyhedron Issue 14: Sep/Oct 1983[/u][/b] part 4/6 The Lone Wolf: Oh dear. Jim Ward has fallen under the spell of the badass brooding loner archetype. So he encourages you to include them in your Gamma World game; handsome solitary purebloods who have higher stats and better equipment than the PC's, show them up, give them cryptic advice, beat them to the best loot on missions, and are generally irritating. This kind of GMPC nonsense is not likely to go down well with most groups, who will rapidly develop a loathing for anyone who rivals them and delight in getting revenge. So this falls into the category of interestingly bad advice, that should be used with great caution, for what seems cool when you write it as a GM is not so pleasant to deal with from the other side of the screen. I think he's getting to the rank where people don't tell him no enough anymore. Dear oh dear. :shakes head: D&D name means more than just modules: In their first big wave of expansion, TSR would licence the D&D name out to any old crap that looked like it might make a buck. Here's a comprehensive list of them, in case you felt you'd gotta collect 'em all. Candy, beach towels, a coloring book, candle-making kits, there sure is a lot of things I'd never have thought of, and which have no real use in actual gaming. Another of those promotional articles that's basically just an advert for their own products, and lies somewhere between vaguely amusing and vaguely irritating to read. It might be useful to reference at some point, but at the moment I have no strong feelings on it either way. Artifacts, Relics, and DM Headaches: Fresh from telling us to be careful and nonrandom in our handling of deities, Roger does the same for magical Artifacts. If you put them in your game, you should have a plan and consider if they're the right level and kind of players to handle it. If they can't make the requirements or handle the drawbacks, they could wind up destroying themselves. If they can, consider what ambitions they'll use those powers to fulfil and make sure you have adventure material ready in that direction, but also who else wants that artifact and will do their best to take it from them by stealth or force. So it's somewhat more permissive than their handling of gods, but still fundamentally an article full of negativity, telling you what not to do in considerable detail. They really are hitting that phase where they want to be more sensible and think about worldbuilding and long term campaigns hard. This definitely won't be the last article jam-packed with no's trying to discipline their playerbase. [/QUOTE]
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