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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8085547" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 31: Jul/Aug 1986</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Critical Hit: For the first time, this column reviews a supplement rather than a corebook, choosing to focus upon the Klingon sourcebook for the Star Trek RPG. Whether you want to focus on them more as antagonists, or your players are sick of being all nice and neat as part of the federation, and want the chance to duel and backstab their way to captainhood, this gives you lots of new stats and setting details for ships, weapons, and the Klingon homeworld, as well as two actual adventures to get your Klingon PC's going once you've made them. It once again gets a positive review, although like most supplements, you shouldn't try it until you're thoroughly comfortable with the core rules. Try and dump a ton of them on the players all at once and you'll probably kill your game. Introduce them one at a time and you can keep it interesting for many years longer than you could manage on your own. </p><p></p><p></p><p></p><p>A pretty decent balance of conventioneering and providing game useful material here. It shows another round of iterative improvements in their workflow as they continue to expand year on year. Will that continue to apply next year, or will they get overconfident and find some way to mess it up? Time to head once again into the rich colours of autumn, and see if they've stored up for the winter to come.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8085547, member: 27780"] [b][u]Polyhedron Issue 31: Jul/Aug 1986[/u][/b] part 5/5 The Critical Hit: For the first time, this column reviews a supplement rather than a corebook, choosing to focus upon the Klingon sourcebook for the Star Trek RPG. Whether you want to focus on them more as antagonists, or your players are sick of being all nice and neat as part of the federation, and want the chance to duel and backstab their way to captainhood, this gives you lots of new stats and setting details for ships, weapons, and the Klingon homeworld, as well as two actual adventures to get your Klingon PC's going once you've made them. It once again gets a positive review, although like most supplements, you shouldn't try it until you're thoroughly comfortable with the core rules. Try and dump a ton of them on the players all at once and you'll probably kill your game. Introduce them one at a time and you can keep it interesting for many years longer than you could manage on your own. A pretty decent balance of conventioneering and providing game useful material here. It shows another round of iterative improvements in their workflow as they continue to expand year on year. Will that continue to apply next year, or will they get overconfident and find some way to mess it up? Time to head once again into the rich colours of autumn, and see if they've stored up for the winter to come. [/QUOTE]
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