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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8087260" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 32: Sep/Oct 1986</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Pain and Pleasure: Another Gen Con story they didn't have room for last issue. John Cereso was one of the tournament co-ordinators, which meant he had to herd 16 GM's and 70 players into groups, then make sure those who got through to the second and third rounds were organised into new groups that shared no members with the previous round to ensure fairness. The kind of thing that needs either a very good memory or a spreadsheet. Like most of these accounts, it involved getting up very early, staying very late, and any weakness in your immune system (in this case a sore throat) will be a lot worse by the time you finish. Once again shows how critical constitution is for characters of any build in the real world, for there's a lot of stuff even the grittiest of game streamlines, and even a small illness or injury can turn something that's normally fun into a torturous endurance test. I hope you rolled well on it. </p><p></p><p></p><p></p><p>The Kellar: Our cover article this issue is completely different from most of them, even beyond it being for a different system that isn't even a TSR one. Even more curiously, the Kellar aren't even a race from any Star Trek episode, so this is purely homebrew. Given the hassle they have to go through to get approvals for every single Marvel Superheroes article, the licensing conditions for the Star Trek RPG must be considerably less strict for this to get published. The Kellar turn out to be your typical rubber-head aliens, this time with an inflatable crest that pops up when they want to threaten you. In terms of personality and powers, they're very much vulcans+, in both upsides and downsides, with a strong, if somewhat random selection of psionic powers and superior strength and senses (which can be easily dazzled), but mild social difficulties and terrible luck. I get the impression that the writer created a lot more detail on them in his own campaign, and it's been heavily cut down to fit into the article format. It's all a bit cheesy, and i'm really not sure what to make of it. Will the powers and disadvantages balance out in actual play, or will the social penalties turn out to be mainly cosmetic, like many of the worst AD&D 2e kits? Not a question I can answer, but if you ever played this system, I hope one of you can.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8087260, member: 27780"] [b][u]Polyhedron Issue 32: Sep/Oct 1986[/u][/b] part 3/5 Pain and Pleasure: Another Gen Con story they didn't have room for last issue. John Cereso was one of the tournament co-ordinators, which meant he had to herd 16 GM's and 70 players into groups, then make sure those who got through to the second and third rounds were organised into new groups that shared no members with the previous round to ensure fairness. The kind of thing that needs either a very good memory or a spreadsheet. Like most of these accounts, it involved getting up very early, staying very late, and any weakness in your immune system (in this case a sore throat) will be a lot worse by the time you finish. Once again shows how critical constitution is for characters of any build in the real world, for there's a lot of stuff even the grittiest of game streamlines, and even a small illness or injury can turn something that's normally fun into a torturous endurance test. I hope you rolled well on it. The Kellar: Our cover article this issue is completely different from most of them, even beyond it being for a different system that isn't even a TSR one. Even more curiously, the Kellar aren't even a race from any Star Trek episode, so this is purely homebrew. Given the hassle they have to go through to get approvals for every single Marvel Superheroes article, the licensing conditions for the Star Trek RPG must be considerably less strict for this to get published. The Kellar turn out to be your typical rubber-head aliens, this time with an inflatable crest that pops up when they want to threaten you. In terms of personality and powers, they're very much vulcans+, in both upsides and downsides, with a strong, if somewhat random selection of psionic powers and superior strength and senses (which can be easily dazzled), but mild social difficulties and terrible luck. I get the impression that the writer created a lot more detail on them in his own campaign, and it's been heavily cut down to fit into the article format. It's all a bit cheesy, and i'm really not sure what to make of it. Will the powers and disadvantages balance out in actual play, or will the social penalties turn out to be mainly cosmetic, like many of the worst AD&D 2e kits? Not a question I can answer, but if you ever played this system, I hope one of you can. [/QUOTE]
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