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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8122373" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 37: Jul/Aug/Sept 1987</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Living City: After 2 years of buildup, we finally get our first peek inside the walls of Raven's Bluff, with the highly specific contents of Building 275, section E4. That tells us that when they do release the actual sourcebook, it's going to have a massive map which is zoomed in enough to show every street and building, even if most of them will be blank at first so people can detail what's in them over the years, and hopefully even have their characters officially own property themselves. Keeping the Living City alive and tracking things like this requires an extensive and well-organised database, and it's very good to see they've thought about how to implement that before throwing the doors open and letting people flood in. It also serves as a reminder that it's going to be packed with adventurers, ex-adventurers, and other people with class levels. If you think you can kill the shopkeepers and guards and get away with it you're in for a rude awakening, for they're likely tougher than you. The specific information is less interesting than the things I'm inferring though. A married pair of ex-pirates, who now sell fish. If you get them talking you might pick up a plot hook or two about buried treasure, but don't trust them, for their larcenous urges are still close to the surface. Perfectly standard fare for a port town. As one of the first bits of material, they'll definitely have appeared in a fair few campaigns since then. </p><p></p><p></p><p></p><p>Film Noir: Our adventure this time is a bit of a curveball, as they decide to do one for the Chill system. Dragon never did any articles for that, and it's not even a TSR game, so this is a very welcome surprise. The ghost of a hack filmmaker who committed suicide because his films were both critical and commercial flops is haunting an abandoned movie theater. Unfortunately, his phantasmal manifestations of cheesy pop culture references are quite capable of scaring people to death. The PC's need to survive long enough to figure out what the hell his deal is and then lay him to rest, which cannot be accomplished by force alone, as is gothic ghost story tradition. This has some silly elements, but it could still be genuinely scary, as Chill PC's don't appear to be particularly powerful, so they can't fight the supernatural on it's own terms with exorcisms and fireballs like D&D or WoD ones can with a little XP. Seems a pretty decent way to fill 3-4 hours, and I'm quite pleased to see them covering a completely new system. Will this inspire other people to send in more adventures and articles for other RPG's? Here's hoping.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8122373, member: 27780"] [b][u]Polyhedron Issue 37: Jul/Aug/Sept 1987[/u][/b] part 3/5 The Living City: After 2 years of buildup, we finally get our first peek inside the walls of Raven's Bluff, with the highly specific contents of Building 275, section E4. That tells us that when they do release the actual sourcebook, it's going to have a massive map which is zoomed in enough to show every street and building, even if most of them will be blank at first so people can detail what's in them over the years, and hopefully even have their characters officially own property themselves. Keeping the Living City alive and tracking things like this requires an extensive and well-organised database, and it's very good to see they've thought about how to implement that before throwing the doors open and letting people flood in. It also serves as a reminder that it's going to be packed with adventurers, ex-adventurers, and other people with class levels. If you think you can kill the shopkeepers and guards and get away with it you're in for a rude awakening, for they're likely tougher than you. The specific information is less interesting than the things I'm inferring though. A married pair of ex-pirates, who now sell fish. If you get them talking you might pick up a plot hook or two about buried treasure, but don't trust them, for their larcenous urges are still close to the surface. Perfectly standard fare for a port town. As one of the first bits of material, they'll definitely have appeared in a fair few campaigns since then. Film Noir: Our adventure this time is a bit of a curveball, as they decide to do one for the Chill system. Dragon never did any articles for that, and it's not even a TSR game, so this is a very welcome surprise. The ghost of a hack filmmaker who committed suicide because his films were both critical and commercial flops is haunting an abandoned movie theater. Unfortunately, his phantasmal manifestations of cheesy pop culture references are quite capable of scaring people to death. The PC's need to survive long enough to figure out what the hell his deal is and then lay him to rest, which cannot be accomplished by force alone, as is gothic ghost story tradition. This has some silly elements, but it could still be genuinely scary, as Chill PC's don't appear to be particularly powerful, so they can't fight the supernatural on it's own terms with exorcisms and fireballs like D&D or WoD ones can with a little XP. Seems a pretty decent way to fill 3-4 hours, and I'm quite pleased to see them covering a completely new system. Will this inspire other people to send in more adventures and articles for other RPG's? Here's hoping. [/QUOTE]
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