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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8143034" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 40: March 1988</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Living City: The new location this month is The Black Lotus, an apothecary shop run by a thief/illusionist. This means he sells not only mundane herbs, spices and medicines, but also spell components for most low level spells, and chemicals that are useful for larcenous purposes, such as chloroform, flashbangs, ninja smoke bombs, etc. If you get in his good books he'll also help you hide out if the heat is on after a big heist, and store purloined valuables until it's safe to fence them. So there's something in here useful for pretty much every class but the most straightforward of fighters & paladins. Definitely worth making this one of your regular stops between adventures, as it gives you a chance to introduce a Q-like figure into your campaign, upselling them fresh bits of stock that'll just happen to be really useful for the adventure at hand if deployed cleverly. Strongly approve of this one, as it's very flexible indeed in how you use it in your campaign, and can be just another shop they visit or an active part of your roguish plotlines. That's the way to keep it relevant over a longer period of time, and get more use out of a relatively small pagecount. </p><p></p><p></p><p></p><p>The New Janeeva Herald-Prognosticator: The adventure this issue is a particularly strange Gamma World one. Postapocalyptic reporters in a rapidly growing boomtown unearth corruption and counterfeiting, and then have to deal with the attempts to silence them. Seems like a premise more suited to Gangbusters, or even Boot Hill for that matter, but since those haven't had anything released for several years, they tried to shoehorn it into this system instead. I know Gamma World is often a goofy game with pop culture references thrown in, but this is thematically divergent even by their standards. Unfortunately what's not divergent is the plot, which is another linear scene-based one like the recent Marvel adventures, that makes it rather difficult for the DM if the PC's deviate from the expected story due to lack of map or general worldbuilding. Basically, this is a goofy tournament adventure railroad that would not be easy to use in an existing campaign, as it's just way outside the usual playstyle for the setting and system, and you'd have to spend a fair bit of time establishing the rebuilding settlement and pushing the PC's into the journalist jobs before you could even start the main plot. I'm more baffled by it than annoyed, as it certainly adds some variety to the newszine, but I can't ever see myself using it. Just …… why?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8143034, member: 27780"] [b][u]Polyhedron Issue 40: March 1988[/u][/b] part 3/5 The Living City: The new location this month is The Black Lotus, an apothecary shop run by a thief/illusionist. This means he sells not only mundane herbs, spices and medicines, but also spell components for most low level spells, and chemicals that are useful for larcenous purposes, such as chloroform, flashbangs, ninja smoke bombs, etc. If you get in his good books he'll also help you hide out if the heat is on after a big heist, and store purloined valuables until it's safe to fence them. So there's something in here useful for pretty much every class but the most straightforward of fighters & paladins. Definitely worth making this one of your regular stops between adventures, as it gives you a chance to introduce a Q-like figure into your campaign, upselling them fresh bits of stock that'll just happen to be really useful for the adventure at hand if deployed cleverly. Strongly approve of this one, as it's very flexible indeed in how you use it in your campaign, and can be just another shop they visit or an active part of your roguish plotlines. That's the way to keep it relevant over a longer period of time, and get more use out of a relatively small pagecount. The New Janeeva Herald-Prognosticator: The adventure this issue is a particularly strange Gamma World one. Postapocalyptic reporters in a rapidly growing boomtown unearth corruption and counterfeiting, and then have to deal with the attempts to silence them. Seems like a premise more suited to Gangbusters, or even Boot Hill for that matter, but since those haven't had anything released for several years, they tried to shoehorn it into this system instead. I know Gamma World is often a goofy game with pop culture references thrown in, but this is thematically divergent even by their standards. Unfortunately what's not divergent is the plot, which is another linear scene-based one like the recent Marvel adventures, that makes it rather difficult for the DM if the PC's deviate from the expected story due to lack of map or general worldbuilding. Basically, this is a goofy tournament adventure railroad that would not be easy to use in an existing campaign, as it's just way outside the usual playstyle for the setting and system, and you'd have to spend a fair bit of time establishing the rebuilding settlement and pushing the PC's into the journalist jobs before you could even start the main plot. I'm more baffled by it than annoyed, as it certainly adds some variety to the newszine, but I can't ever see myself using it. Just …… why? [/QUOTE]
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