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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8034739" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 21: Nov/Dec 1984</u></strong></p><p></p><p></p><p></p><p>part 1/6</p><p></p><p></p><p></p><p>28 pages. Monsters in the mist? This issue's cover won't be winning any awards, but at least has an excuse for being a bit light on the detail. I wonder what story they'll extrapolate from this one. Let's see just how long and elaborate a campaign arc we can build from the contents of this issue. </p><p></p><p></p><p></p><p>Notes from HQ: The newszine continues to have somewhat faster staff turnover than Dragon. (or maybe it just seems like it because it's only bimonthly) Mary Kirchoff leaves, which puts Penny in charge from the start of next year. Guess I can expect a corresponding shakeup of the regular columns once again to reflect her tastes. Other than that it's the usual promotion of the rest of the issue and reminder to include a SASE with every letter if you want a response. That bit won't change no matter who's in charge, until email bypasses all those correspondence delays and expenses entirely. </p><p></p><p></p><p></p><p>Encounters: Our cover story is suitably seasonal, sending a paladin on a quest to arctic lands to find a magic item for his courtly love. He's not actually that well suited for the mission, which would be better served by stealth and speed rather than a heavily armoured warrior trying to fight their way through the ice creatures that currently possess his objective. So success at this one is very much up to the brains of the player rather than the character, realising you need to play against type to put the odds in your favour. That's pretty interesting writing. The secondary plot hooks you can use to expand this out are pretty interesting as well, letting you come back to it long after the initial adventure is over. Another pretty solid bit of adventure design.</p><p></p><p></p><p></p><p>Observations from a Veteran Gamer: We don't have Two Cents this time around, but this article is basically indistinguishable from one of those. The most important thing in a game is the fun, not the rules. This means fun for everyone, so make sure everyone gets a chance to shine. Don't overcomplicate, don't split the party in a way which leaves some players ignored and bored for ages, and remember that inspiration can be found in the most mundane of everyday things. The kind of basic advice article that isn't remotely original, but remains relevant to this day because human nature hasn't changed. Something like it will probably crop up every few years.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8034739, member: 27780"] [b][u]Polyhedron Issue 21: Nov/Dec 1984[/u][/b] part 1/6 28 pages. Monsters in the mist? This issue's cover won't be winning any awards, but at least has an excuse for being a bit light on the detail. I wonder what story they'll extrapolate from this one. Let's see just how long and elaborate a campaign arc we can build from the contents of this issue. Notes from HQ: The newszine continues to have somewhat faster staff turnover than Dragon. (or maybe it just seems like it because it's only bimonthly) Mary Kirchoff leaves, which puts Penny in charge from the start of next year. Guess I can expect a corresponding shakeup of the regular columns once again to reflect her tastes. Other than that it's the usual promotion of the rest of the issue and reminder to include a SASE with every letter if you want a response. That bit won't change no matter who's in charge, until email bypasses all those correspondence delays and expenses entirely. Encounters: Our cover story is suitably seasonal, sending a paladin on a quest to arctic lands to find a magic item for his courtly love. He's not actually that well suited for the mission, which would be better served by stealth and speed rather than a heavily armoured warrior trying to fight their way through the ice creatures that currently possess his objective. So success at this one is very much up to the brains of the player rather than the character, realising you need to play against type to put the odds in your favour. That's pretty interesting writing. The secondary plot hooks you can use to expand this out are pretty interesting as well, letting you come back to it long after the initial adventure is over. Another pretty solid bit of adventure design. Observations from a Veteran Gamer: We don't have Two Cents this time around, but this article is basically indistinguishable from one of those. The most important thing in a game is the fun, not the rules. This means fun for everyone, so make sure everyone gets a chance to shine. Don't overcomplicate, don't split the party in a way which leaves some players ignored and bored for ages, and remember that inspiration can be found in the most mundane of everyday things. The kind of basic advice article that isn't remotely original, but remains relevant to this day because human nature hasn't changed. Something like it will probably crop up every few years. [/QUOTE]
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