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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8010009" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 16: Jan/Feb 1984</u></strong></p><p></p><p></p><p></p><p>part 2/6</p><p></p><p></p><p></p><p>Cryptic Alliance of the Bi-Month: Another regular feature starts up, as Jim Ward continues to move Gamma World away from a series of zany events to an actual setting. Give them people they know and care about, and an ideology to pursue, and their adventures will be more focussed and hopefully last longer. First up, we have the Followers of the Voice. They worship a sentient computer, and their big adventure hook is seeking out more ancient technology to bring back and hook up to their master, making it more knowledgable and powerful. It has slightly more android followers than human ones, and very few mutants choose to serve it indeed, as mutations are irrelevant too, or even a crutch distracting from the focus on technological advancement. You'll definitely never run out of missions or enemies serving this one, but may eventually be forced to defect when you realise your master has no real concern for your wellbeing, and would send you on a suicide mission in a nanosecond if the data indicates that would be profitable in the long term for it. Yeah, this definitely seems like it would add to your game, both as an ally and an enemy. Let's see how long they can add more ideas before repetition and diminishing returns set in.</p><p></p><p></p><p></p><p>The Shady Dragon Inn: This month's promotional tie-in article is for the eponymously named AC1, as TSR starts to add more accessories than just new monsters and adventures. Want a place that you can start your adventures at, that's also robustly built enough that they'll still have to pay for their drinks until they hit high level, with moderate level staff and patrons who have some useful magic items and know how to use them. Here ya go. Have a sampler. Not particularly useful once you've bought the thing, but these promotional things rarely are. It's still decent enough on it's own merits. </p><p></p><p></p><p></p><p>Hot Shots and Cold Water: The endless quest to deal with overpowered problem players continues in here. Trying to solve an out of game problem through in game means is a silly thing to do, yet somehow they haven't realized that and keep on trying it. The big problem here appears to really be rotating GM's, allowing players to bring a previously played character into a campaign without thought as to how they fit into the world, and with items and abilities the GM never gave them, and hasn't planned how to suitably challenge. If you always make a new character for each campaign, and the GM and players actually communicate expectations when creating them instead of just bringing a sheet to the table blind, half of this naughty word would never have the chance to build up in the first place. An ounce of prevention is worth a pound of cure. Keep that in mind in your own games.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8010009, member: 27780"] [b][u]Polyhedron Issue 16: Jan/Feb 1984[/u][/b] part 2/6 Cryptic Alliance of the Bi-Month: Another regular feature starts up, as Jim Ward continues to move Gamma World away from a series of zany events to an actual setting. Give them people they know and care about, and an ideology to pursue, and their adventures will be more focussed and hopefully last longer. First up, we have the Followers of the Voice. They worship a sentient computer, and their big adventure hook is seeking out more ancient technology to bring back and hook up to their master, making it more knowledgable and powerful. It has slightly more android followers than human ones, and very few mutants choose to serve it indeed, as mutations are irrelevant too, or even a crutch distracting from the focus on technological advancement. You'll definitely never run out of missions or enemies serving this one, but may eventually be forced to defect when you realise your master has no real concern for your wellbeing, and would send you on a suicide mission in a nanosecond if the data indicates that would be profitable in the long term for it. Yeah, this definitely seems like it would add to your game, both as an ally and an enemy. Let's see how long they can add more ideas before repetition and diminishing returns set in. The Shady Dragon Inn: This month's promotional tie-in article is for the eponymously named AC1, as TSR starts to add more accessories than just new monsters and adventures. Want a place that you can start your adventures at, that's also robustly built enough that they'll still have to pay for their drinks until they hit high level, with moderate level staff and patrons who have some useful magic items and know how to use them. Here ya go. Have a sampler. Not particularly useful once you've bought the thing, but these promotional things rarely are. It's still decent enough on it's own merits. Hot Shots and Cold Water: The endless quest to deal with overpowered problem players continues in here. Trying to solve an out of game problem through in game means is a silly thing to do, yet somehow they haven't realized that and keep on trying it. The big problem here appears to really be rotating GM's, allowing players to bring a previously played character into a campaign without thought as to how they fit into the world, and with items and abilities the GM never gave them, and hasn't planned how to suitably challenge. If you always make a new character for each campaign, and the GM and players actually communicate expectations when creating them instead of just bringing a sheet to the table blind, half of this naughty word would never have the chance to build up in the first place. An ounce of prevention is worth a pound of cure. Keep that in mind in your own games. [/QUOTE]
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