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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8044193" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 22: Jan/Feb 1985</u></strong></p><p></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p></p><p>Of Great Ships and Captains: Having given us the idea of running a spaceship based game, Roger delves a little more into the details. Make sure you've designed a proper layout for the ship, and know how big the crew is and what their jobs are. (if they're in the hundreds or thousands you don't have to stat every single one up individually, just general command structure and demographics.) You never know when enemies'll get onto the ship and you have to start tracking casualties and the environmental damage they do in their attacks. Brush up on your military hierarchies and tactics, because you'll need them at some point. This isn't bad advice, but it's obvious that he's working within the paradigm of crunch heavy simulationist gaming, and it hasn't occurred to him that you could step outside that box. Which is fine for Star Trek, but not so great if you want to emulate a fast-paced pulpy adventure like Star Wars. Oh well, you can't have everything in a few pages of article. There's plenty of time for him to have his mind expanded in the future. </p><p></p><p></p><p></p><p>The Treasure Chest: This makes a one-off reappearance to advertise their new modules. Frank Mentzer's R series were the star of the tournaments last year, and now you can own them at home. They still have some slipcases, tote bags, and jigsaw puzzles left over. Buy now while stocks last! Yawn. Absence has not made my heart any fonder of this kind of promotional stuff. </p><p></p><p></p><p></p><p>Lots of sequel articles in this one, showing they finally seem to be getting over their first big expansion and are no longer pitching everything at newbies. That's definitely a positive step for me. Let's see if they can get any deeper next time around, and if they can manage it without slipping into the other extreme of boring overcomplication.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8044193, member: 27780"] [b][u]Polyhedron Issue 22: Jan/Feb 1985[/u][/b][u][/u] part 6/6 Of Great Ships and Captains: Having given us the idea of running a spaceship based game, Roger delves a little more into the details. Make sure you've designed a proper layout for the ship, and know how big the crew is and what their jobs are. (if they're in the hundreds or thousands you don't have to stat every single one up individually, just general command structure and demographics.) You never know when enemies'll get onto the ship and you have to start tracking casualties and the environmental damage they do in their attacks. Brush up on your military hierarchies and tactics, because you'll need them at some point. This isn't bad advice, but it's obvious that he's working within the paradigm of crunch heavy simulationist gaming, and it hasn't occurred to him that you could step outside that box. Which is fine for Star Trek, but not so great if you want to emulate a fast-paced pulpy adventure like Star Wars. Oh well, you can't have everything in a few pages of article. There's plenty of time for him to have his mind expanded in the future. The Treasure Chest: This makes a one-off reappearance to advertise their new modules. Frank Mentzer's R series were the star of the tournaments last year, and now you can own them at home. They still have some slipcases, tote bags, and jigsaw puzzles left over. Buy now while stocks last! Yawn. Absence has not made my heart any fonder of this kind of promotional stuff. Lots of sequel articles in this one, showing they finally seem to be getting over their first big expansion and are no longer pitching everything at newbies. That's definitely a positive step for me. Let's see if they can get any deeper next time around, and if they can manage it without slipping into the other extreme of boring overcomplication. [/QUOTE]
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