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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8041560" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 22: Jan/Feb 1985</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>The RPGA Network Tournament Ranking System: What level are you in real life? If you played in the RPGA from the mid 80's, you can actually answer that honestly, and might even be a multiclass Player/Judge! Say hello to their new ranking method, intentionally stolen from their games because it works in them. You gain XP per tournament you participated in much the same way as the previous system, only now GM's get it as well. As with D&D levels, the amount of XP needed to gain each one increases exponentially until you hit Name Level, at which point it switches to linear. As it's new, there are no players over level 4, and all judges above that are TSR staff. (and I strongly suspect they were just assigned levels based on prestige, rather than painstakingly going through all the tournaments they've adjudicated in the past and figuring out how many points they should have fairly earned.) I wonder if this system'll last long enough for people to fairly work their way up to it's top levels before they change it again. A very interesting bit of history indeed. Anyone reading this manage to get to any kind of level under this system? How difficult was it to get your experience properly tracked, recorded and added to your membership profile?</p><p></p><p></p><p></p><p>In the Black Hours: In most adventures, the PC's go into a dungeon to kill things and take their stuff. In a quite amusing twist, this adventure put's it's thing down, flips it and reverses it, as your characters are hired to protect an exceedingly valuable (and dangerous) magic item from thieves. So it's up to them to secure a location the best they can against several waves of invaders, that'll use all kinds of underhanded methods to get their hands on the prize, including stealth, raw force, negotiation, bribery, lies and inconvenient half-truths. You'll definitely need your wits about you to get through all of them, and loading up on divination magic will be a huge help in dealing with all the plot twists. A very interesting little adventure indeed, that'll make a nice change of pace and maybe even give players a bit more sympathy for the monsters they usually hunt. No hesitation at all about using this one in my own campaigns.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8041560, member: 27780"] [b][u]Polyhedron Issue 22: Jan/Feb 1985[/u][/b] part 3/6 The RPGA Network Tournament Ranking System: What level are you in real life? If you played in the RPGA from the mid 80's, you can actually answer that honestly, and might even be a multiclass Player/Judge! Say hello to their new ranking method, intentionally stolen from their games because it works in them. You gain XP per tournament you participated in much the same way as the previous system, only now GM's get it as well. As with D&D levels, the amount of XP needed to gain each one increases exponentially until you hit Name Level, at which point it switches to linear. As it's new, there are no players over level 4, and all judges above that are TSR staff. (and I strongly suspect they were just assigned levels based on prestige, rather than painstakingly going through all the tournaments they've adjudicated in the past and figuring out how many points they should have fairly earned.) I wonder if this system'll last long enough for people to fairly work their way up to it's top levels before they change it again. A very interesting bit of history indeed. Anyone reading this manage to get to any kind of level under this system? How difficult was it to get your experience properly tracked, recorded and added to your membership profile? In the Black Hours: In most adventures, the PC's go into a dungeon to kill things and take their stuff. In a quite amusing twist, this adventure put's it's thing down, flips it and reverses it, as your characters are hired to protect an exceedingly valuable (and dangerous) magic item from thieves. So it's up to them to secure a location the best they can against several waves of invaders, that'll use all kinds of underhanded methods to get their hands on the prize, including stealth, raw force, negotiation, bribery, lies and inconvenient half-truths. You'll definitely need your wits about you to get through all of them, and loading up on divination magic will be a huge help in dealing with all the plot twists. A very interesting little adventure indeed, that'll make a nice change of pace and maybe even give players a bit more sympathy for the monsters they usually hunt. No hesitation at all about using this one in my own campaigns. [/QUOTE]
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